gbaid.render.gl

Undocumented in source.

Members

Classes

AttachmentPoint
class AttachmentPoint

An enum of the possible frame buffer attachment points.

BlendFunction
class BlendFunction

An enum of the blending functions.

Capability
class Capability

An enum of the renderer capabilities.

CompareMode
class CompareMode
Undocumented in source.
Context
class Context

Represents an OpenGL context. Creating context must be done before any other OpenGL object.

Creatable
class Creatable

Represents a resource that can be created and destroyed.

DataType
class DataType

Represents an attribute data type.

DrawingMode
class DrawingMode

Represents the different drawing modes for the vertex array

FilterMode
class FilterMode

An enum for the texture filtering modes.

Format
class Format

An enum of texture component formats.

FrameBuffer
class FrameBuffer

Represents an OpenGL frame buffer. A frame buffer can be bound before rendering to redirect the output to textures instead of the screen. This is meant for advanced rendering techniques such as shadow mapping and screen space ambient occlusion (SSAO).

GLException
class GLException

An exception throw when a GL exception occurs.

GLVersion
class GLVersion

An enum of the existing OpenGL versions. Use this class to generate rendering objects compatible with the version.

InternalFormat
class InternalFormat

An enum of sized texture component formats.

PolygonMode
class PolygonMode

Represents the different polygon modes for the vertex array

Program
class Program

Represents an OpenGL program. A program holds the necessary shaders for the rendering pipeline. When using GL20, it is strongly recommended to set the attribute layout in the {@link org.spout.renderer.api.gl.Shader}s with {@link org.spout.renderer.api.gl.Shader#setAttributeLayout(String, int)}}, which must be done before attaching it. The layout allows for association between the attribute index in the vertex data and the name in the shaders. For GL30, it is recommended to do so in the shaders instead, using the "layout" keyword. Failing to do so might result in partial, wrong or missing rendering, and affects models using multiple attributes. The texture layout should also be setup using {@link Shader#setTextureLayout(int, String)} in the same way.

RenderBuffer
class RenderBuffer

Represents an OpenGL render buffer. A render buffer can be used as a faster alternative to a texture in a frame buffer when its rendering output doesn't need to be read. The storage format, width and height dimensions need to be set with {@link #setStorage(org.spout.renderer.api.gl.Texture.InternalFormat, int, int)}, before the render buffer can be used.

Shader
class Shader

Represents an OpenGL shader. The shader source and type must be set with {@link #setSource(ShaderSource)}.

ShaderSource
class ShaderSource

Represents the source of a shader. This class can be used to load a source from an input stream, and provides pre-compilation functionality such as parsing shader type, attribute layout and texture layout tokens. These tokens can be used to declare various parameters directly in the shader code instead of in the software code, which simplifies loading.

ShaderType
class ShaderType

Represents a shader type.

Texture
class Texture

Represents a texture for OpenGL. Image data and various parameters can be set after creation. Image data should be set last.

UploadMode
class UploadMode

The uploading mode. When uploading attribute data to OpenGL, integer data can be either converted to float or not (the later is only possible with version 3.0+). When converting to float, the data can be normalized or not. By default, {@link UploadMode#TO_FLOAT} is used as it provides the best compatibility.

VertexArray
class VertexArray

Represent an OpenGL vertex array. The vertex data must be set with {@link #setData(org.spout.renderer.api.data.VertexData)} before it can be created.

VertexAttribute
class VertexAttribute

Represents a vertex attribute. It has a name, a data type, a size (the number of components) and data.

VertexData
class VertexData

Represents a vertex data. A vertex is a collection of attributes, most often attached to a point in space. This class is a data structure which groups together collections of primitives to represent a list of vertices.

WrapMode
class WrapMode

An enum for the texture wrapping modes.

Enums

BLEND
anonymousenum BLEND
Undocumented in source.
BYTE
anonymousenum BYTE
Undocumented in source.
COLOR_ATTACHMENT0
anonymousenum COLOR_ATTACHMENT0
Undocumented in source.
FRAGMENT
anonymousenum FRAGMENT
Undocumented in source.
GL11
anonymousenum GL11
Undocumented in source.
GL_ZERO
anonymousenum GL_ZERO
Undocumented in source.
LEQUAL
anonymousenum LEQUAL
Undocumented in source.
LINEAR
anonymousenum LINEAR
Undocumented in source.
POINT
anonymousenum POINT
Undocumented in source.
POINTS
anonymousenum POINTS
Undocumented in source.
RED
anonymousenum RED
Undocumented in source.
REPEAT
anonymousenum REPEAT
Undocumented in source.
RGB8
anonymousenum RGB8
Undocumented in source.
TO_FLOAT
anonymousenum TO_FLOAT
Undocumented in source.

Functions

checkForGLError
void checkForGLError()

Throws an exception if OpenGL reports an error.

Interfaces

GLVersioned
interface GLVersioned

Represents an object that has an OpenGL version associated to it.

Variables

DEBUG_ENABLED
bool DEBUG_ENABLED;
Undocumented in source.

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