CG_Labs
2021.2
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Classes | |
struct | ViewProjTransforms |
struct | GeometryTextureData |
struct | GBufferShaderLocations |
struct | FillShadowmapShaderLocations |
struct | AccumulateLightsShaderLocations |
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 |