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CG_Labs 2021.2
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Classes | |
| struct | AccumulateLightsShaderLocations |
| struct | FillShadowmapShaderLocations |
| struct | GBufferShaderLocations |
| struct | GeometryTextureData |
| struct | ViewProjTransforms |
Typedefs | |
| using | Textures = std::array< GLuint, toU(Texture::Count)> |
| using | Samplers = std::array< GLuint, toU(Sampler::Count)> |
| using | FBOs = std::array< GLuint, toU(FBO::Count)> |
| using | ElapsedTimeQueries = std::array< GLuint, toU(ElapsedTimeQuery::Count)> |
| using | UBOs = std::array< GLuint, toU(UBO::Count)> |
Enumerations | |
| enum class | Texture : uint32_t { DepthBuffer = 0u , ShadowMap , GBufferDiffuse , GBufferSpecular , GBufferWorldSpaceNormal , LightDiffuseContribution , LightSpecularContribution , Result , Count } |
| enum class | Sampler : uint32_t { Nearest = 0u , Linear , Mipmaps , Count } |
| enum class | FBO : uint32_t { GBuffer = 0u , ShadowMap , LightAccumulation , Resolve , FinalWithDepth , Count } |
| enum class | ElapsedTimeQuery : uint32_t { GbufferGeneration = 0u , ShadowMap0Generation , Light0Accumulation = ShadowMap0Generation + static_cast<uint32_t>(constant::lights_nb) , Resolve = Light0Accumulation + static_cast<uint32_t>(constant::lights_nb) , ConeWireframe , GUI , CopyToFramebuffer , Count } |
| enum class | UBO : uint32_t { CameraViewProjTransforms = 0u , LightViewProjTransforms , Count } |
Functions | |
| template<class E > | |
| constexpr auto | toU (E const &e) |
| Textures | createTextures (GLsizei framebuffer_width, GLsizei framebuffer_height) |
| Samplers | createSamplers () |
| FBOs | createFramebufferObjects (Textures const &textures) |
| ElapsedTimeQueries | createElapsedTimeQueries () |
| UBOs | createUniformBufferObjects () |
| void | fillGBufferShaderLocations (GLuint gbuffer_shader, GBufferShaderLocations &locations) |
| void | fillShadowmapShaderLocations (GLuint shadowmap_shader, FillShadowmapShaderLocations &locations) |
| void | fillAccumulateLightsShaderLocations (GLuint accumulate_lights_shader, AccumulateLightsShaderLocations &locations) |
| bonobo::mesh_data | loadCone () |
| using anonymous_namespace{assignment2.cpp}::ElapsedTimeQueries = typedef std::array<GLuint, toU(ElapsedTimeQuery::Count)> |
| using anonymous_namespace{assignment2.cpp}::FBOs = typedef std::array<GLuint, toU(FBO::Count)> |
| using anonymous_namespace{assignment2.cpp}::Samplers = typedef std::array<GLuint, toU(Sampler::Count)> |
| using anonymous_namespace{assignment2.cpp}::Textures = typedef std::array<GLuint, toU(Texture::Count)> |
| using anonymous_namespace{assignment2.cpp}::UBOs = typedef std::array<GLuint, toU(UBO::Count)> |
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strong |
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strong |
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strong |
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strong |
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strong |
| ElapsedTimeQueries anonymous_namespace{assignment2.cpp}::createElapsedTimeQueries | ( | ) |
| Samplers anonymous_namespace{assignment2.cpp}::createSamplers | ( | ) |
| Textures anonymous_namespace{assignment2.cpp}::createTextures | ( | GLsizei | framebuffer_width, |
| GLsizei | framebuffer_height | ||
| ) |
| UBOs anonymous_namespace{assignment2.cpp}::createUniformBufferObjects | ( | ) |
| void anonymous_namespace{assignment2.cpp}::fillAccumulateLightsShaderLocations | ( | GLuint | accumulate_lights_shader, |
| AccumulateLightsShaderLocations & | locations | ||
| ) |
| void anonymous_namespace{assignment2.cpp}::fillGBufferShaderLocations | ( | GLuint | gbuffer_shader, |
| GBufferShaderLocations & | locations | ||
| ) |
| void anonymous_namespace{assignment2.cpp}::fillShadowmapShaderLocations | ( | GLuint | shadowmap_shader, |
| FillShadowmapShaderLocations & | locations | ||
| ) |
| bonobo::mesh_data anonymous_namespace{assignment2.cpp}::loadCone | ( | ) |
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constexpr |