| AllocateSingleFrameUniformMemory(void *aWindowId, size_t aSize) final | AeonGames::OpenGLRenderer | virtual |
| AttachWindow(void *aWindowId) final | AeonGames::OpenGLRenderer | virtual |
| BeginRender(void *aWindowId) final | AeonGames::OpenGLRenderer | virtual |
| BindMesh(const Mesh &aMesh) | AeonGames::OpenGLRenderer | |
| BindPipeline(const Pipeline &aPipeline) | AeonGames::OpenGLRenderer | |
| DetachWindow(void *aWindowId) final | AeonGames::OpenGLRenderer | virtual |
| EndRender(void *aWindowId) final | AeonGames::OpenGLRenderer | virtual |
| FinalizeOverlay() | AeonGames::OpenGLRenderer | protected |
| GetContext() const | AeonGames::OpenGLRenderer | |
| GetFrustum(void *aWindowId) const final | AeonGames::OpenGLRenderer | virtual |
| GetOverlayProgram() const | AeonGames::OpenGLRenderer | |
| GetOverlayQuad() const | AeonGames::OpenGLRenderer | |
| GetTextureId(const Texture &aTexture) | AeonGames::OpenGLRenderer | |
| GetVertexArrayObject() const | AeonGames::OpenGLRenderer | |
| InitializeOverlay() | AeonGames::OpenGLRenderer | protected |
| LoadMaterial(const Material &aMaterial) final | AeonGames::OpenGLRenderer | virtual |
| LoadMesh(const Mesh &aMesh) final | AeonGames::OpenGLRenderer | virtual |
| LoadPipeline(const Pipeline &aPipeline) final | AeonGames::OpenGLRenderer | virtual |
| LoadTexture(const Texture &aTexture) final | AeonGames::OpenGLRenderer | virtual |
| mCurrentPipeline | AeonGames::OpenGLRenderer | protected |
| mMaterialStore | AeonGames::OpenGLRenderer | protected |
| mMeshStore | AeonGames::OpenGLRenderer | protected |
| mOverlayProgram | AeonGames::OpenGLRenderer | protected |
| mOverlayQuad | AeonGames::OpenGLRenderer | protected |
| mPipelineStore | AeonGames::OpenGLRenderer | protected |
| mTextureStore | AeonGames::OpenGLRenderer | protected |
| mVertexArrayObject | AeonGames::OpenGLRenderer | protected |
| mWindowStore | AeonGames::OpenGLRenderer | protected |
| OpenGLRenderer(void *aWindow) | AeonGames::OpenGLRenderer | |
| Render(void *aWindowId, const Matrix4x4 &aModelMatrix, const Mesh &aMesh, const Pipeline &aPipeline, const Material *aMaterial=nullptr, const BufferAccessor *aSkeleton=nullptr, Topology aTopology=Topology::TRIANGLE_LIST, uint32_t aVertexStart=0, uint32_t aVertexCount=0xffffffff, uint32_t aInstanceCount=1, uint32_t aFirstInstance=0) const final | AeonGames::OpenGLRenderer | virtual |
| ResizeViewport(void *aWindowId, int32_t aX, int32_t aY, uint32_t aWidth, uint32_t aHeight) final | AeonGames::OpenGLRenderer | virtual |
| SetClearColor(void *aWindowId, float R, float G, float B, float A) final | AeonGames::OpenGLRenderer | virtual |
| SetMaterial(const Material &aMaterial) | AeonGames::OpenGLRenderer | |
| SetMatrices(const OpenGLBuffer &aMatricesBuffer) const | AeonGames::OpenGLRenderer | |
| SetProjectionMatrix(void *aWindowId, const Matrix4x4 &aMatrix) final | AeonGames::OpenGLRenderer | virtual |
| SetSkeleton(const BufferAccessor &aSkeletonBuffer) const | AeonGames::OpenGLRenderer | |
| SetViewMatrix(void *aWindowId, const Matrix4x4 &aMatrix) final | AeonGames::OpenGLRenderer | virtual |
| UnloadMaterial(const Material &aMaterial) final | AeonGames::OpenGLRenderer | virtual |
| UnloadMesh(const Mesh &aMesh) final | AeonGames::OpenGLRenderer | virtual |
| UnloadPipeline(const Pipeline &aPipeline) final | AeonGames::OpenGLRenderer | virtual |
| UnloadTexture(const Texture &aTexture) final | AeonGames::OpenGLRenderer | virtual |
| ~OpenGLRenderer() (defined in AeonGames::OpenGLRenderer) | AeonGames::OpenGLRenderer | |
| ~Renderer()=0 | AeonGames::Renderer | pure virtual |