Package org.openrndr.internal.gl3

Types

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class ApplicationBaseEGLGL3 : ApplicationBase
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class ApplicationBaseGLFWGL3 : ApplicationBase
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class ApplicationEGLGL3(var program: Program, var configuration: Configuration) : Application
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class ApplicationGLFWGL3(var program: Program, var configuration: Configuration) : Application
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class ArrayCubemapGL4(    val target: Int,     val texture: Int,     val width: Int,     val layers: Int,     val format: ColorFormat,     val type: ColorType,     levels: Int,     val session: Session?) : ArrayCubemap
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class ArrayTextureGL3(    val target: Int,     val texture: Int,     val storageMode: TextureStorageModeGL,     val width: Int,     val height: Int,     val layers: Int,     val format: ColorFormat,     val type: ColorType,     val levels: Int,     val session: Session?) : ArrayTexture
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class AtomicCounterBufferGL43(val buffer: Int, val size: Int) : AtomicCounterBuffer
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class BufferTextureGL3(    val texture: Int,     val buffer: Int,     val elementCount: Int,     val format: ColorFormat,     val type: ColorType,     val session: Session?) : BufferTexture
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class BufferTextureShadowGL3(val bufferTexture: BufferTextureGL3) : BufferTextureShadow
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class BufferWriterGL3(val buffer: ByteBuffer, val elementSize: Int = 1) : BufferWriter
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class BufferWriterStd430GL3(    val buffer: ByteBuffer,     val elements: List<ShaderStorageElement>,     val elementSize: Int = 1) : BufferWriterStd430
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interface Cache<K, V>
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data class CacheEntry(    val shadeStyle: ShadeStyle?,     val vertexFormats: List<VertexFormat>,     val instanceAttributeFormats: List<VertexFormat>)
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class ColorBufferDataGL3(    val width: Int,     val height: Int,     val format: ColorFormat,     val type: ColorType,     val flipV: Boolean,     var data: ByteBuffer?,     val mipmapData: List<ByteBuffer> = emptyList(),     var destroyFunction: (ByteBuffer) -> Unit? = null)
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class ColorBufferGL3(    val target: Int,     val texture: Int,     val storageMode: TextureStorageModeGL,     val width: Int,     val height: Int,     val contentScale: Double,     val format: ColorFormat,     val type: ColorType,     val levels: Int,     val multisample: BufferMultisample,     val session: Session?) : ColorBuffer
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class ColorBufferShadowGL3(val colorBuffer: ColorBufferGL3) : ColorBufferShadow
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class ComputeShaderGL43(val programObject: Int, val name: String = "compute_shader") : ComputeShader
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class CubemapGL3(    val texture: Int,     val width: Int,     val type: ColorType,     val format: ColorFormat,     levels: Int,     val session: Session?) : Cubemap
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class DepthBufferGL3(    val texture: Int,     val target: Int,     val width: Int,     val height: Int,     val format: DepthFormat,     val multisample: BufferMultisample,     val session: Session?) : DepthBuffer
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class DisplayGLFWGL3 : Display
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class DrawThreadGL3(contextWindow: Long) : DrawThread
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class DriverGL3(val version: DriverVersionGL) : Driver
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enum DriverVersionGL : Enum<DriverVersionGL>
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class FontImageMapManagerStbTruetype : FontMapManager
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class FragmentShaderGL3(val shaderObject: Int, val name: String = "<unknown-fragment-shader>")
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class GeometryShaderGL3(val shaderObject: Int, val name: String)
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class GL3Exception(message: String) : Exception
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class IndexBufferGL3(    val buffer: Int,     val indexCount: Int,     val type: IndexType) : IndexBuffer
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class LRUCache<K, V>(delegate: Cache<K, V>, minimalSize: Int = DEFAULT_SIZE) : Cache<K, V>
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class NullRenderTargetGL3 : RenderTargetGL3
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class PerpetualCache<K, V> : Cache<K, V>
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class ProgramRenderTargetGL3(val program: Program) : RenderTargetGL3, ProgramRenderTarget
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open class RenderTargetGL3(    val framebuffer: Int,     val width: Int,     val height: Int,     val contentScale: Double,     val multisample: BufferMultisample,     val session: Session?,     thread: Thread = Thread.currentThread()) : RenderTarget
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class ResourceThreadGL3 : ResourceThread
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class ShaderGeneratorsGL3 : ShaderGenerators
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class ShaderGL3(    val program: Int,     val name: String,     val vertexShader: VertexShaderGL3,     val tessellationControlShader: TessellationControlShaderGL3?,     val tessellationEvaluationShader: TessellationEvaluationShaderGL3?,     val geometryShader: GeometryShaderGL3?,     val fragmentShader: FragmentShaderGL3,     val session: Session?) : Shader
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class ShaderStorageBufferGL43(    val buffer: Int,     val format: ShaderStorageFormat,     val session: Session? = Session.active) : ShaderStorageBuffer
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class ShaderStorageBufferShadowGL3(val shaderStorageBuffer: ShaderStorageBufferGL43) : ShaderStorageBufferShadow
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class ShadeStyleManagerGL3(    name: String,     val vsGenerator: (ShadeStructure) -> String,     val tcsGenerator: (ShadeStructure) -> String?,     val tesGenerator: (ShadeStructure) -> String?,     val gsGenerator: (ShadeStructure) -> String?,     val fsGenerator: (ShadeStructure) -> String) : ShadeStyleManager
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class TessellationControlShaderGL3(val shaderObject: Int, val name: String)
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class TessellationEvaluationShaderGL3(val shaderObject: Int, val name: String)
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enum TextureStorageModeGL : Enum<TextureStorageModeGL>
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class UniformBlockGL3(    val layout: UniformBlockLayout,     val blockBinding: Int,     val ubo: Int,     val shadowBuffer: ByteBuffer) : UniformBlock
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class VertexBufferGL3(    val buffer: Int,     val vertexFormat: VertexFormat,     val vertexCount: Int,     val session: Session?) : VertexBuffer
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class VertexBufferShadowGL3(val vertexBuffer: VertexBufferGL3) : VertexBufferShadow
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class VertexShaderGL3(val shaderObject: Int, val name: String)
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class VolumeTextureGL3(    val texture: Int,     val storageMode: TextureStorageModeGL,     val width: Int,     val height: Int,     val depth: Int,     val format: ColorFormat,     val type: ColorType,     val levels: Int,     val session: Session?) : VolumeTexture

Functions

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fun array(item: VertexElement): String
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fun checkGLErrors(errorFunction: (Int) -> String?? = null)
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fun checkProgramInfoLog(object: Int, sourceFile: String)
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fun debugGLErrors(errorFunction: (Int) -> String?? = null)
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fun ImageAccess.gl(): Int
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fun glslVersion(): String
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inline fun DriverVersionGL.require(minimum: DriverVersionGL)
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fun structureFromShadeStyle(    shadeStyle: ShadeStyle?,     vertexFormats: List<VertexFormat>,     instanceAttributeFormats: List<VertexFormat>): ShadeStructure

Properties

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val CubemapSide.glTextureTarget: Int
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val Driver.Companion.glVersion: DriverVersionGL