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The Vish Visualization Shell 0.3
Vish
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Enums used for rendering. More...
#include <ocean/Anemonia/RenderNamespace.hpp>
Classes | |
| struct | BlendFactor |
| struct | GLSLSection |
| Helper class to automatically insert BEGIN and END comments when procedurally creating GLSL code. More... | |
| struct | Lighting |
| A set of light sources. More... | |
| struct | LightSource |
| Base class for light sources in shaders: A light source provides a light function, defined in glsl, and a set of parameters that are used by this light function. More... | |
| struct | ProgramVariables |
| A collection of variables that are parameters to shaders, also known as uniforms in GLSL. More... | |
Public Types | |
| using | AnyUniform = std::variant< int, float, double, unsigned, Eagle::FixedArray< int, 2 >, Eagle::FixedArray< float, 2 >, Eagle::FixedArray< double, 2 >, Eagle::FixedArray< int, 3 >, crd3f, Eagle::FixedArray< float, 3 >, crd3d, Eagle::FixedArray< double, 3 >, Eagle::FixedArray< int, 4 >, Eagle::FixedArray< float, 4 >, Eagle::FixedArray< double, 4 >, Eagle::Quadratic< 2, float >, Eagle::Quadratic< 3, float >, Eagle::Quadratic< 4, float >, vec3f_vector, crd3f_vector > |
| A variant that may carry all currently supported data types that can be used as a uniform variable in a GLSL shader. | |
| enum | GeometryInputType |
| Input type for geometry shaders. | |
| enum | GeometryOutputType |
| Output type for geometry shader. | |
| using | glsl = std::string |
| An alias name for strings such that the return value of functions providing GLSL code can be spotted easier. | |
| enum | Primitive { POINTS , LINE_STRIP , LINE_LOOP , LINES , TRIANGLE_STRIP , TRIANGLE_FAN , TRIANGLES , QUAD_STRIP , QUADS , POLYGON , LINES_ADJACENCY , TRIANGLES_ADJACENCY , LINE_STRIP_ADJACENCY , TRIANGLE_STRIP_ADJACENCY } |
| Enumeration type for primitives, similar to OpenGL (but numerically not identical). More... | |
| enum | TextureFormat |
| Enum for the type of texture to be used, implying the number of color channels and their meaning. | |
| enum | VertexAttributeTypes { COORDINATES , NORMALS , COLORS , SECONDARY_COLORS , TEXTURE0 , TEXTURE1 , USER_DEFINED } |
| Categories of vertex attributes for OpenGL default shader attributes, to be used in conjunction with RenderBasin::AttributeNames() and RenderBasin::createVertexAttribute(). More... | |
Enums used for rendering.
Derive render classes from this one.
Enumeration type for primitives, similar to OpenGL (but numerically not identical).
Categories of vertex attributes for OpenGL default shader attributes, to be used in conjunction with RenderBasin::AttributeNames() and RenderBasin::createVertexAttribute().