openrndr / org.openrndr.internal.gl3 / DriverGL3

DriverGL3

class DriverGL3 : Driver

Constructors

<init>

DriverGL3()

Properties

activeRenderTarget

val activeRenderTarget: RenderTarget

contextID

val contextID: Long

fontImageMapManager

val fontImageMapManager: FontMapManager

fontVectorMapManager

val fontVectorMapManager: FontMapManager

shaderGenerators

val shaderGenerators: ShaderGenerators

Functions

clear

fun clear(r: Double, g: Double, b: Double, a: Double): Unit

createBufferTexture

fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType): BufferTexture

createColorBuffer

fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample): ColorBuffer

createColorBufferFromFile

fun createColorBufferFromFile(filename: String): ColorBuffer

createColorBufferFromUrl

fun createColorBufferFromUrl(url: String): ColorBuffer

createCubemap

fun createCubemap(width: Int, format: ColorFormat, type: ColorType): Cubemap

createCubemapFromUrls

fun createCubemapFromUrls(urls: List<String>): Cubemap

createDepthBuffer

fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample): DepthBuffer

createDrawThread

fun createDrawThread(): DrawThread

createDynamicIndexBuffer

fun createDynamicIndexBuffer(elementCount: Int, type: IndexType): IndexBuffer

createDynamicVertexBuffer

fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int): VertexBuffer

createRenderTarget

fun createRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample): RenderTarget

createResourceThread

fun createResourceThread(f: () -> Unit): ResourceThread

createShadeStyleManager

fun createShadeStyleManager(vertexShaderGenerator: (ShadeStructure) -> String, fragmentShaderGenerator: (ShadeStructure) -> String): ShadeStyleManager

createShader

fun createShader(vsCode: String, fsCode: String): Shader

createStaticVertexBuffer

fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer): VertexBuffer

drawIndexedInstances

fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceCount: Int): Unit

drawIndexedVertexBuffer

fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int): Unit

drawInstances

fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceCount: Int): Unit

drawVertexBuffer

fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int): Unit

finish

fun finish(): Unit

waits for all drawing to complete

internalShaderResource

fun internalShaderResource(resourceId: String): String

setState

fun setState(drawStyle: DrawStyle): Unit

Inherited Functions

clear

open fun clear(color: ColorRGBa): Unit