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.
Classes | Typedefs | Enumerations | Functions | Variables
Gfx Namespace Reference

Classes

struct  CompiledGeometryData
 
class  EnumArray
 
struct  FragShaderDefinition
 
struct  FramebufferData
 
struct  ProgramData
 
struct  ProgramDefinition
 
class  Uniforms
 
struct  VertShaderDefinition
 

Typedefs

using Programs = EnumArray< GLuint, ProgramId >
 
using VertShaders = EnumArray< GLuint, VertShaderId >
 
using FragShaders = EnumArray< GLuint, FragShaderId >
 

Enumerations

enum class  VertexAttribute { Position , Color0 , TexCoord0 , Count }
 
enum class  FramebufferAttachment { None , Depth , DepthStencil }
 

Functions

static void CheckGLError (const char *operation_name)
 
static bool CreateShader (GLuint &out_shader_id, GLenum shader_type, const char *code_string)
 
static bool CreateProgram (GLuint &out_program, Uniforms &inout_uniform_map, ProgramId program_id, GLuint vertex_shader, GLuint fragment_shader)
 
static bool CreateFramebuffer (FramebufferData &out_fb, int width, int height, int samples, FramebufferAttachment attachment, GLuint shared_depth_stencil_buffer)
 
static void DestroyFramebuffer (FramebufferData &fb)
 
static void BindTexture (const FramebufferData &fb)
 
static bool CreateShaders (ProgramData &data)
 
static void DestroyShaders (const ProgramData &data)
 

Variables

static const char *const program_uniform_names [(size_t) UniformId::Count]
 
static const char *const vertex_attribute_names [(size_t) VertexAttribute::Count]
 
static const VertShaderDefinition vert_shader_definitions []
 
static const FragShaderDefinition frag_shader_definitions []
 
static const ProgramDefinition program_definitions []
 

Typedef Documentation

◆ FragShaders

using Gfx::FragShaders = typedef EnumArray<GLuint, FragShaderId>

◆ Programs

using Gfx::Programs = typedef EnumArray<GLuint, ProgramId>

◆ VertShaders

using Gfx::VertShaders = typedef EnumArray<GLuint, VertShaderId>

Enumeration Type Documentation

◆ FramebufferAttachment

enum class Gfx::FramebufferAttachment
strong
Enumerator
None 
Depth 
DepthStencil 

◆ VertexAttribute

enum class Gfx::VertexAttribute
strong
Enumerator
Position 
Color0 
TexCoord0 
Count 

Function Documentation

◆ BindTexture()

static void Gfx::BindTexture ( const FramebufferData fb)
static

◆ CheckGLError()

static void Gfx::CheckGLError ( const char *  operation_name)
static

◆ CreateFramebuffer()

static bool Gfx::CreateFramebuffer ( FramebufferData out_fb,
int  width,
int  height,
int  samples,
FramebufferAttachment  attachment,
GLuint  shared_depth_stencil_buffer 
)
static

◆ CreateProgram()

static bool Gfx::CreateProgram ( GLuint &  out_program,
Uniforms inout_uniform_map,
ProgramId  program_id,
GLuint  vertex_shader,
GLuint  fragment_shader 
)
static

◆ CreateShader()

static bool Gfx::CreateShader ( GLuint &  out_shader_id,
GLenum  shader_type,
const char *  code_string 
)
static

◆ CreateShaders()

static bool Gfx::CreateShaders ( ProgramData data)
static

◆ DestroyFramebuffer()

static void Gfx::DestroyFramebuffer ( FramebufferData fb)
static

◆ DestroyShaders()

static void Gfx::DestroyShaders ( const ProgramData data)
static

Variable Documentation

◆ frag_shader_definitions

const FragShaderDefinition Gfx::frag_shader_definitions[]
static
Initial value:
= {
}
static const char * shader_frag_passthrough
Definition: RmlUi_Renderer_GL3.cpp:233
static const char * shader_frag_texture
Definition: RmlUi_Renderer_GL3.cpp:97
static const char * shader_frag_gradient
Definition: RmlUi_Renderer_GL3.cpp:134
static const char * shader_frag_color
Definition: RmlUi_Renderer_GL3.cpp:114
static const char * shader_frag_creation
Definition: RmlUi_Renderer_GL3.cpp:196
static const char * shader_frag_drop_shadow
Definition: RmlUi_Renderer_GL3.cpp:312
static const char * shader_frag_color_matrix
Definition: RmlUi_Renderer_GL3.cpp:242
static const char * shader_frag_blend_mask
Definition: RmlUi_Renderer_GL3.cpp:261
static const char * shader_frag_blur
Definition: RmlUi_Renderer_GL3.cpp:293

◆ program_definitions

const ProgramDefinition Gfx::program_definitions[]
static

◆ program_uniform_names

const char* const Gfx::program_uniform_names[(size_t) UniformId::Count]
static
Initial value:
= {
"_translate", "_transform", "_tex", "_color", "_color_matrix",
"_texelOffset", "_texCoordMin", "_texCoordMax", "_texMask", "_weights[0]",
"_func", "_p", "_v", "_stop_colors[0]", "_stop_positions[0]",
"_num_stops", "_value", "_dimensions"}

◆ vert_shader_definitions

const VertShaderDefinition Gfx::vert_shader_definitions[]
static
Initial value:
= {
}
static const char * shader_vert_passthrough
Definition: RmlUi_Renderer_GL3.cpp:222
static const char * shader_vert_blur
Definition: RmlUi_Renderer_GL3.cpp:279
static const char * shader_vert_main
Definition: RmlUi_Renderer_GL3.cpp:76

◆ vertex_attribute_names

const char* const Gfx::vertex_attribute_names[(size_t) VertexAttribute::Count]
static
Initial value:
= {"inPosition", "inColor0",
"inTexCoord0"}