Conquer Space 0.0.0
A space themed grand strategy game set in the near future, with realistic orbital mechanics, and an emphasis on economics and politics.
RenderInterface_GL3 Member List

This is the complete list of members for RenderInterface_GL3, including all inherited members.

active_programRenderInterface_GL3private
BeginFrame()RenderInterface_GL3
BlitLayerToPostprocessPrimary(Rml::LayerHandle layer_handle)RenderInterface_GL3private
Clear()RenderInterface_GL3
CompileFilter(const Rml::String &name, const Rml::Dictionary &parameters) overrideRenderInterface_GL3
CompileGeometry(Rml::Span< const Rml::Vertex > vertices, Rml::Span< const int > indices) overrideRenderInterface_GL3
CompileShader(const Rml::String &name, const Rml::Dictionary &parameters) overrideRenderInterface_GL3
CompositeLayers(Rml::LayerHandle source, Rml::LayerHandle destination, Rml::BlendMode blend_mode, Rml::Span< const Rml::CompiledFilterHandle > filters) overrideRenderInterface_GL3
DrawFullscreenQuad()RenderInterface_GL3private
DrawFullscreenQuad(Rml::Vector2f uv_offset, Rml::Vector2f uv_scaling=Rml::Vector2f(1.f))RenderInterface_GL3private
EnableClipMask(bool enable) overrideRenderInterface_GL3
EnableScissorRegion(bool enable) overrideRenderInterface_GL3
EndFrame()RenderInterface_GL3
fullscreen_quad_geometryRenderInterface_GL3private
GenerateTexture(Rml::Span< const Rml::byte > source_data, Rml::Vector2i source_dimensions) overrideRenderInterface_GL3
GetUniformLocation(UniformId uniform_id) constRenderInterface_GL3private
glstate_backupRenderInterface_GL3private
LoadTexture(Rml::Vector2i &texture_dimensions, const Rml::String &source) overrideRenderInterface_GL3
MaxNumProgramsRenderInterface_GL3privatestatic
operator bool() constRenderInterface_GL3inlineexplicit
PopLayer() overrideRenderInterface_GL3
program_dataRenderInterface_GL3private
program_transform_dirtyRenderInterface_GL3private
projectionRenderInterface_GL3private
PushLayer() overrideRenderInterface_GL3
ReleaseFilter(Rml::CompiledFilterHandle filter) overrideRenderInterface_GL3
ReleaseGeometry(Rml::CompiledGeometryHandle handle) overrideRenderInterface_GL3
ReleaseShader(Rml::CompiledShaderHandle effect_handle) overrideRenderInterface_GL3
ReleaseTexture(Rml::TextureHandle texture_handle) overrideRenderInterface_GL3
render_layersRenderInterface_GL3private
RenderBlur(float sigma, const Gfx::FramebufferData &source_destination, const Gfx::FramebufferData &temp, Rml::Rectanglei window_flipped)RenderInterface_GL3private
RenderFilters(Rml::Span< const Rml::CompiledFilterHandle > filter_handles)RenderInterface_GL3private
RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture) overrideRenderInterface_GL3
RenderInterface_GL3()RenderInterface_GL3
RenderShader(Rml::CompiledShaderHandle shader_handle, Rml::CompiledGeometryHandle geometry_handle, Rml::Vector2f translation, Rml::TextureHandle texture) overrideRenderInterface_GL3
RenderToClipMask(Rml::ClipMaskOperation mask_operation, Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation) overrideRenderInterface_GL3
SaveLayerAsMaskImage() overrideRenderInterface_GL3
SaveLayerAsTexture() overrideRenderInterface_GL3
scissor_stateRenderInterface_GL3private
SetScissor(Rml::Rectanglei region, bool vertically_flip=false)RenderInterface_GL3private
SetScissorRegion(Rml::Rectanglei region) overrideRenderInterface_GL3
SetTransform(const Rml::Matrix4f *transform) overrideRenderInterface_GL3
SetViewport(int viewport_width, int viewport_height)RenderInterface_GL3
SubmitTransformUniform(Rml::Vector2f translation)RenderInterface_GL3private
TextureEnableWithoutBindingRenderInterface_GL3static
TexturePostprocessRenderInterface_GL3static
transformRenderInterface_GL3private
UseProgram(ProgramId program_id)RenderInterface_GL3private
viewport_heightRenderInterface_GL3private
viewport_widthRenderInterface_GL3private
~RenderInterface_GL3()RenderInterface_GL3