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gKitGL
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Classes | |
| class | gk::GLManager< Object > |
| manager pour les ressources openGL crees directement par l'application. More... | |
| class | gk::GLResource |
| classe de base des resources openGL, referencees par l'application, proprietes du contexte openGL. cf Gestion des objets openGL, gestion des objets openGL. More... | |
| GLAttributeBuffer * | gk::createAttributeBuffer (const unsigned int count, const unsigned int size, const void *data=NULL, const GLenum usage=GL_STATIC_DRAW) |
| GLIndexBuffer * | gk::createIndexBuffer (const unsigned int count, const unsigned int size, const void *data=NULL, const GLenum usage=GL_STATIC_DRAW) |
| gestion 'auto' des ressources openGL : pour les buffers. | |
| GLBuffer * | gk::createBuffer (const GLenum target, const unsigned int count, const unsigned int size, const void *data=NULL, const GLenum usage=GL_STATIC_DRAW) |
| gestion 'auto' des ressources openGL : pour les buffers. | |
| GLVertexArray * | gk::createVertexArray () |
| gestion 'auto' des ressources openGL : pour les vertex arrays. | |
| GLRendertarget * | gk::createRendertarget (const GLenum target) |
| GLRendertarget * | gk::createRendertarget (const unsigned int state, const int w, const int h, const unsigned int buffer_bits, const TextureFormat &color_format=TextureRGBA, const TextureFormat &depth_format=TextureDepth) |
| gestion 'auto' des rendertargets. | |
| GLFramebuffer * | gk::createFramebuffer () |
| gestion 'auto' des (draw) framebuffers. | |
| GLFramebuffer * | gk::createFramebuffer (const int w, const int h, const unsigned int buffer_bits, const TextureFormat &color_format=TextureRGBA, const TextureFormat &depth_format=TextureDepth) |
| gestion 'auto' des (draw) framebuffers. | |
| GLFramebuffer * | gk::createReadFramebuffer () |
| gestion 'auto' des (read) framebuffers. | |
| GLReadFramebuffer * | gk::createReadFramebuffer (const int w, const int h, const unsigned int buffer_bits, const TextureFormat &color_format=TextureRGBA, const TextureFormat &depth_format=TextureDepth) |
| gestion 'auto' des (read) framebuffers. | |
| GLSampler * | gk::createSampler (const GLenum wrap=GL_CLAMP_TO_BORDER) |
| GLSampler * | gk::createLinearSampler (const GLenum wrap=GL_CLAMP_TO_BORDER) |
| gestion 'auto' des ressources openGL : pour les samplers de textures (mipmap linear). | |
| GLSampler * | gk::createAnisotropicSampler (const float filter=4, const GLenum wrap=GL_CLAMP_TO_BORDER) |
| gestion 'auto' des ressources openGL : pour les samplers de textures (anisotropic). | |
| GLSampler * | gk::createNearestSampler (const GLenum wrap=GL_CLAMP_TO_BORDER) |
| gestion 'auto' des ressources openGL : pour les samplers de textures (nearest). | |
| GLSampler * | gk::createDepthSampler (const GLenum wrap=GL_CLAMP_TO_BORDER) |
| gestion 'auto' des ressources openGL : pour les samplers de textures depth component. | |
| GLShaderProgram * | gk::createShaderProgram (const TextFile *vertex, const TextFile *fragment, const std::vector< std::string > *definitions=NULL) |
| int | gk::reloadShaderProgram (GLShaderProgram *program) |
| recharge les sources et reconfigure tous les shaders d'un shader program cree par createShaderProgram( ). | |
| GLShaderProgram * | gk::createShaderProgram (const std::string &vertex, const std::string &fragment, const std::vector< std::string > *definitions=NULL) |
| gestion 'auto' des ressources openGL : pour les shader programs opengl > 2. | |
| GLShaderProgram * | gk::createShaderProgram (const TextFile *vertex, const TextFile *geometry, const TextFile *fragment, const std::vector< std::string > *definitions=NULL) |
| gestion 'auto' des ressources openGL : pour les shader programs opengl > 3. | |
| GLShaderProgram * | gk::createShaderProgram (const std::string &vertex, const std::string &geometry, const std::string &fragment, const std::vector< std::string > *definitions=NULL) |
| gestion 'auto' des ressources openGL : pour les shader programs opengl > 3. | |
| GLShaderProgram * | gk::createShaderProgram (const TextFile *vertex, const TextFile *control, const TextFile *evaluation, const TextFile *geometry, const TextFile *fragment, const std::vector< std::string > *definitions=NULL) |
| gestion 'auto' des ressources openGL : pour les shader programs opengl > 4. | |
| GLShaderProgram * | gk::createShaderProgram (const std::string &vertex, const std::string &control, const std::string &evaluation, const std::string &geometry, const std::string &fragment, const std::vector< std::string > *definitions=NULL) |
| gestion 'auto' des ressources openGL : pour les shader programs opengl > 4. | |
| GLTexture2D * | gk::createTexture2D (const int unit, const int w, const int h, const TextureFormat &format=TextureRGBA) |
| GLTexture2D * | gk::createTexture2D (const int unit, const HDRImage *image, const TextureFormat &format=TextureRGBA32F) |
| gestion 'auto' des ressources openGL : pour les textures couleurs. | |
| GLDepthTexture * | gk::createDepthTexture (const int unit, const int w, const int h, const TextureFormat &format=TextureDepth) |
| gestion 'auto' des ressources openGL : pour les textures profondeur. | |
| GLTexture2DArray * | gk::createTexture2DArray (const int unit, const int w, const int h, const int count, const TextureFormat &format=TextureRGBA) |
| gestion 'auto' des ressources openGL : pour les tableaux de textures 2d. | |
| GLTexture2DArray * | gk::createTexture2DArray (const int unit, const HDRImageArray *images, const TextureFormat &format=TextureRGBA32F) |
| gestion 'auto' des ressources openGL : pour les tableaux de textures 2d. | |
| GLAttributeBuffer* gk::createAttributeBuffer | ( | const unsigned int | count, |
| const unsigned int | size, | ||
| const void * | data = NULL, |
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| const GLenum | usage = GL_STATIC_DRAW |
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| ) | [inline] |
gestion 'auto' des ressources openGL : pour les buffers.
References gk::GLManager< Object >::insert().
| GLRendertarget* gk::createRendertarget | ( | const GLenum | target | ) | [inline] |
gestion 'auto' des rendertargets.
References gk::GLManager< Object >::insert().
| GLSampler* gk::createSampler | ( | const GLenum | wrap = GL_CLAMP_TO_BORDER | ) | [inline] |
gestion 'auto' des ressources openGL : pour les samplers de textures (mipmap linear).
References gk::GLManager< Object >::insert().
| GLShaderProgram* gk::createShaderProgram | ( | const TextFile * | vertex, |
| const TextFile * | fragment, | ||
| const std::vector< std::string > * | definitions = NULL |
||
| ) | [inline] |
gestion 'auto' des ressources openGL : pour les shader programs opengl > 2.
References gk::GLShaderProgram::attachShader(), gk::GLManager< Object >::insert(), gk::GLShaderObject::pushSource(), and gk::GLShaderObject::setDefinitions().
Referenced by gk::createShaderProgram().
| GLTexture2D* gk::createTexture2D | ( | const int | unit, |
| const int | w, | ||
| const int | h, | ||
| const TextureFormat & | format = TextureRGBA |
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| ) | [inline] |
gestion 'auto' des ressources openGL : pour les textures couleurs.
References gk::GLManager< Object >::insert().
1.7.6.1