Aeon Engine c550894
AeonGames Open Source Game Engine
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AeonGames::OpenGLRenderer Member List

This is the complete list of members for AeonGames::OpenGLRenderer, including all inherited members.

AllocateSingleFrameUniformMemory(void *aWindowId, size_t aSize) finalAeonGames::OpenGLRenderervirtual
AttachWindow(void *aWindowId) finalAeonGames::OpenGLRenderervirtual
BeginRender(void *aWindowId) finalAeonGames::OpenGLRenderervirtual
BindMesh(const Mesh &aMesh)AeonGames::OpenGLRenderer
BindPipeline(const Pipeline &aPipeline)AeonGames::OpenGLRenderer
DetachWindow(void *aWindowId) finalAeonGames::OpenGLRenderervirtual
EndRender(void *aWindowId) finalAeonGames::OpenGLRenderervirtual
FinalizeOverlay()AeonGames::OpenGLRendererprotected
GetContext() constAeonGames::OpenGLRenderer
GetFrustum(void *aWindowId) const finalAeonGames::OpenGLRenderervirtual
GetOverlayProgram() constAeonGames::OpenGLRenderer
GetOverlayQuad() constAeonGames::OpenGLRenderer
GetTextureId(const Texture &aTexture)AeonGames::OpenGLRenderer
GetVertexArrayObject() constAeonGames::OpenGLRenderer
InitializeOverlay()AeonGames::OpenGLRendererprotected
LoadMaterial(const Material &aMaterial) finalAeonGames::OpenGLRenderervirtual
LoadMesh(const Mesh &aMesh) finalAeonGames::OpenGLRenderervirtual
LoadPipeline(const Pipeline &aPipeline) finalAeonGames::OpenGLRenderervirtual
LoadTexture(const Texture &aTexture) finalAeonGames::OpenGLRenderervirtual
mCurrentPipelineAeonGames::OpenGLRendererprotected
mMaterialStoreAeonGames::OpenGLRendererprotected
mMeshStoreAeonGames::OpenGLRendererprotected
mOverlayProgramAeonGames::OpenGLRendererprotected
mOverlayQuadAeonGames::OpenGLRendererprotected
mPipelineStoreAeonGames::OpenGLRendererprotected
mTextureStoreAeonGames::OpenGLRendererprotected
mVertexArrayObjectAeonGames::OpenGLRendererprotected
mWindowStoreAeonGames::OpenGLRendererprotected
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 finalAeonGames::OpenGLRenderervirtual
ResizeViewport(void *aWindowId, int32_t aX, int32_t aY, uint32_t aWidth, uint32_t aHeight) finalAeonGames::OpenGLRenderervirtual
SetClearColor(void *aWindowId, float R, float G, float B, float A) finalAeonGames::OpenGLRenderervirtual
SetMaterial(const Material &aMaterial)AeonGames::OpenGLRenderer
SetMatrices(const OpenGLBuffer &aMatricesBuffer) constAeonGames::OpenGLRenderer
SetProjectionMatrix(void *aWindowId, const Matrix4x4 &aMatrix) finalAeonGames::OpenGLRenderervirtual
SetSkeleton(const BufferAccessor &aSkeletonBuffer) constAeonGames::OpenGLRenderer
SetViewMatrix(void *aWindowId, const Matrix4x4 &aMatrix) finalAeonGames::OpenGLRenderervirtual
UnloadMaterial(const Material &aMaterial) finalAeonGames::OpenGLRenderervirtual
UnloadMesh(const Mesh &aMesh) finalAeonGames::OpenGLRenderervirtual
UnloadPipeline(const Pipeline &aPipeline) finalAeonGames::OpenGLRenderervirtual
UnloadTexture(const Texture &aTexture) finalAeonGames::OpenGLRenderervirtual
~OpenGLRenderer() (defined in AeonGames::OpenGLRenderer)AeonGames::OpenGLRenderer
~Renderer()=0AeonGames::Rendererpure virtual