MeshLib C++ Docs
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MRRenderGLHelpers.h File Reference
#include "MRMesh/MRIRenderObject.h"
#include "MRGladGlfw.h"
#include "exports.h"
#include "MRMesh/MRColor.h"
#include "MRMesh/MRVector2.h"
#include "MRGLTexture.h"
#include "MRGLMacro.h"
#include <cassert>

Go to the source code of this file.

Classes

class  MR::GlBuffer
 represents OpenGL buffer owner, and allows uploading data in it remembering buffer size More...
class  MR::GlTexture2
 represents OpenGL 2D texture owner, and allows uploading data in it remembering texture size More...
class  MR::GlTexture3
 represents OpenGL 3D texture owner, and allows uploading data in it remembering texture size More...
class  MR::GlTexture2DArray
 represents OpenGL array texture 2D owner, and allows uploading data in it remembering texture size More...
struct  MR::BindVertexAttribArraySettings
class  MR::QuadTextureVertexObject
 class for rendering simple texture More...
class  MR::FramebufferData
 class for easier rendering in framebuffer texture More...
struct  MR::FramebufferData::DrawParams

Namespaces

namespace  MR
 only for bindings generation

Functions

GLint MR::bindVertexAttribArray (const BindVertexAttribArraySettings &settings)
template<typename T, template< typename, typename... > class C, typename... args>
GLint MR::bindVertexAttribArray (const GLuint program_shader, const char *name, GlBuffer &buf, const C< T, args... > &V, int baseTypeElementsNumber, bool refresh, bool forceUse=false)
template<typename T, std::size_t N>
GLint MR::bindVertexAttribArray (const GLuint program_shader, const char *name, GlBuffer &buf, const std::array< T, N > &V, int baseTypeElementsNumber, bool refresh, bool forceUse=false)
int MR::getDepthFunctionLess (DepthFunction funcType)
int MR::getDepthFunctionLEqual (DepthFunction funcType)
void MR::bindDepthPeelingTextures (GLuint shaderId, const TransparencyMode &tMode, GLenum startGLTextureIndex)
 helper function to bind depth and color buffers to given shader program
void MR::objectPreRenderSetup (const TransparencyMode &tMode, RenderModelPassMask desiredPass, bool deptTesting)
void MR::objectPostRenderSetup (const TransparencyMode &tMode, RenderModelPassMask desiredPass, bool deptTesting)