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Chira Engine
A customizable MIT-licensed game engine.
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OpenGL render backend. More...
Classes | |
struct | TextureHandle |
struct | FrameBufferHandle |
struct | ShaderModuleHandle |
struct | ShaderHandle |
struct | UniformBufferHandle |
struct | MeshHandle |
Functions | |
std::string_view | getHumanName () |
bool | setupForDebugging () |
void | setClearColor (ColorRGBA color) |
TextureHandle | createTexture2D (const Image &image, WrapMode wrapS, WrapMode wrapT, FilterMode filter, bool genMipmaps, TextureUnit activeTextureUnit) |
TextureHandle | createTextureCubemap (const Image &imageRT, const Image &imageLT, const Image &imageUP, const Image &imageDN, const Image &imageFD, const Image &imageBK, WrapMode wrapS, WrapMode wrapT, WrapMode wrapR, FilterMode filter, bool genMipmaps, TextureUnit activeTextureUnit) |
void | useTexture (TextureHandle handle, TextureUnit activeTextureUnit) |
void * | getImGuiTextureHandle (TextureHandle handle) |
void | destroyTexture (TextureHandle handle) |
FrameBufferHandle | createFrameBuffer (int width, int height, WrapMode wrapS, WrapMode wrapT, FilterMode filter, bool hasDepth) |
void | recreateFrameBuffer (Renderer::FrameBufferHandle *handle, int width, int height, WrapMode wrapS, WrapMode wrapT, FilterMode filter, bool hasDepth) |
void | pushFrameBuffer (FrameBufferHandle handle) |
void | popFrameBuffer () |
void | useFrameBufferTexture (const FrameBufferHandle handle, TextureUnit activeTextureUnit) |
void * | getImGuiFrameBufferHandle (FrameBufferHandle handle) |
void | destroyFrameBuffer (FrameBufferHandle handle) |
int | getFrameBufferWidth (FrameBufferHandle handle) |
int | getFrameBufferHeight (FrameBufferHandle handle) |
ShaderHandle | createShader (std::string_view vertex, std::string_view fragment) |
void | useShader (ShaderHandle handle) |
void | destroyShader (ShaderHandle handle) |
void | setShaderUniform1b (ShaderHandle handle, std::string_view name, bool value) |
void | setShaderUniform1u (ShaderHandle handle, std::string_view name, unsigned int value) |
void | setShaderUniform1i (ShaderHandle handle, std::string_view name, int value) |
void | setShaderUniform1f (ShaderHandle handle, std::string_view name, float value) |
void | setShaderUniform2b (ShaderHandle handle, std::string_view name, glm::vec2b value) |
void | setShaderUniform2u (ShaderHandle handle, std::string_view name, glm::vec2u value) |
void | setShaderUniform2i (ShaderHandle handle, std::string_view name, glm::vec2i value) |
void | setShaderUniform2f (ShaderHandle handle, std::string_view name, glm::vec2f value) |
void | setShaderUniform3b (ShaderHandle handle, std::string_view name, glm::vec3b value) |
void | setShaderUniform3u (ShaderHandle handle, std::string_view name, glm::vec3u value) |
void | setShaderUniform3i (ShaderHandle handle, std::string_view name, glm::vec3i value) |
void | setShaderUniform3f (ShaderHandle handle, std::string_view name, glm::vec3f value) |
void | setShaderUniform4b (ShaderHandle handle, std::string_view name, glm::vec4b value) |
void | setShaderUniform4u (ShaderHandle handle, std::string_view name, glm::vec4u value) |
void | setShaderUniform4i (ShaderHandle handle, std::string_view name, glm::vec4i value) |
void | setShaderUniform4f (ShaderHandle handle, std::string_view name, glm::vec4f value) |
void | setShaderUniform4m (ShaderHandle handle, std::string_view name, glm::mat4 value) |
UniformBufferHandle | createUniformBuffer (std::ptrdiff_t size) |
void | bindUniformBufferToShader (ShaderHandle shaderHandle, UniformBufferHandle uniformBufferHandle, std::string_view name) |
void | updateUniformBuffer (UniformBufferHandle handle, const void *buffer, std::ptrdiff_t length) |
void | updateUniformBufferPart (UniformBufferHandle handle, std::ptrdiff_t start, const void *buffer, std::ptrdiff_t length) |
void | destroyUniformBuffer (UniformBufferHandle handle) |
MeshHandle | createMesh (const std::vector< Vertex > &vertices, const std::vector< Index > &indices, MeshDrawMode drawMode) |
void | updateMesh (MeshHandle *handle, const std::vector< Vertex > &vertices, const std::vector< Index > &indices, MeshDrawMode drawMode) |
void | drawMesh (MeshHandle handle, MeshDepthFunction depthFunction, MeshCullType cullType) |
void | destroyMesh (MeshHandle handle) |
void | initImGui (SDL_Window *window, void *context) |
void | startImGuiFrame () |
void | endImGuiFrame () |
void | destroyImGui () |
void | initImGui (SDL_Window *window, SDL_Renderer *renderer) |
OpenGL render backend.
OpenGL 4.1 (or 4.3) render backend.