Uses of Class
de.grogra.glsl.GLSLDisplay
Packages that use GLSLDisplay
Package
Description
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Uses of GLSLDisplay in de.grogra.glsl
Methods in de.grogra.glsl with parameters of type GLSLDisplayModifier and TypeMethodDescriptionvoidOpenGLState.presentDebugScreen(GLSLDisplay disp) voidOpenGLState.printGPUMemoryUsage(GLSLDisplay disp) voidGLSLFBOManager.resize(GLSLDisplay disp, OpenGLState glState) Resizes FBO.voidOpenGLState.updateTransformations(GLSLDisplay disp) Constructors in de.grogra.glsl with parameters of type GLSLDisplay -
Uses of GLSLDisplay in de.grogra.glsl.light
Methods in de.grogra.glsl.light with parameters of type GLSLDisplayModifier and TypeMethodDescriptionvoidProcessLightingPass.DrawLights(GLSLDisplay disp, OpenGLState glState) Iterate through all found lights, processing each by calling processLight on it.protected voidLightingProcessPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidRenderToSkyCubePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidShadowMapGenerationPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) LightShaderConfiguration.getShaderByDefaultCollection(GLSLDisplay disp, Object reference) voidLightingProcessPass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidRenderToSkyCubePass.process(GLSLDisplay disp, OpenGLState glState, Object data) protected voidLightingProcessPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidRenderToSkyCubePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidShadowMapGenerationPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidLightingProcessPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidRenderToSkyCubePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidShadowMapGenerationPass.render(GLSLDisplay disp, OpenGLState glState, Object data) voidLightShaderConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) voidGLSLAreaLight.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) protected voidGLSLDirectionalLight.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) protected voidGLSLLightShader.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidGLSLPointLight.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidGLSLSkyLight.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidGLSLSkyReflectionLight.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidGLSLSpotLight.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidLightShaderConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) protected voidGLSLAreaLight.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) protected voidGLSLDirectionalLight.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) protected voidGLSLLightShader.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) protected voidGLSLPointLight.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) protected voidGLSLSkyReflectionLight.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) protected voidGLSLSpotLight.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) voidLightShaderConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) -
Uses of GLSLDisplay in de.grogra.glsl.light.shadow
Methods in de.grogra.glsl.light.shadow with parameters of type GLSLDisplayModifier and TypeMethodDescriptionvoidGLSLShadowCube.fill(GLSLDisplay disp, OpenGLState glState) abstract voidGLSLShadowMap.fill(GLSLDisplay disp, OpenGLState glState) voidGLSLShadowParallel.fill(GLSLDisplay disp, OpenGLState glState) voidGLSLShadowPerspective.fill(GLSLDisplay disp, OpenGLState glState) protected voidGLSLShadowMap.renderCachedScene(GLSLDisplay disp, OpenGLState glState, Matrix4d round) protected voidGLSLSkyLightShadow.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidGLSLDirectionalLightShadow.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) voidGLSLPointLightShadow.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) voidGLSLSpotLightShadow.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) -
Uses of GLSLDisplay in de.grogra.glsl.material
Methods in de.grogra.glsl.material with parameters of type GLSLDisplayModifier and TypeMethodDescriptionMaterialConfiguration.getShaderByDefaultCollection(GLSLDisplay disp, Object reference) voidMaterialConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) voidSkyMaterialConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) protected voidGLSLMaterial.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidGLSLRGBAShader.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) protected voidGLSLSideSwitchShader.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) voidMaterialConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidSkyMaterialConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidSkyPreviewConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidSkyReflectionMaterialConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) protected voidGLSLMaterial.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object s) voidMaterialConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidSkyMaterialConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidSkyPreviewConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidSkyReflectionMaterialConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) protected voidGLSLMaterial.setupUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object s, int shaderProgramNumber) Function that loads uniforms of the represented Shader.protected voidGLSLRGBAShader.setupUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object s, int shaderProgramNumber) protected voidGLSLSideSwitchShader.setupUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object s, int shaderProgramNumber) -
Uses of GLSLDisplay in de.grogra.glsl.renderable
Methods in de.grogra.glsl.renderable with parameters of type GLSLDisplayModifier and TypeMethodDescriptionvoidGLSLPlane.activateShader(OpenGLState glState, GLSLDisplay disp, Shader shader, boolean depthonly) voidGLSLRenderable.activateShader(OpenGLState glState, GLSLDisplay disp, Shader shader, boolean depthonly) voidGLSLBox.drawAlt(OpenGLState glState, GLSLDisplay rs) voidGLSLPlane.drawAlt(OpenGLState glState, GLSLDisplay rs) voidGLSLPolygonizable.drawAlt(OpenGLState glState, GLSLDisplay rs) voidGLSLRenderable.drawAlt(OpenGLState glState, GLSLDisplay rs) GLSLPlane.findShader(OpenGLState glState, GLSLDisplay disp, Shader shader) GLSLRenderable.findShader(OpenGLState glState, GLSLDisplay disp, Shader shader) voidPlaneMaterialConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidPlaneMaterialConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) -
Uses of GLSLDisplay in de.grogra.glsl.renderpass
Methods in de.grogra.glsl.renderpass with parameters of type GLSLDisplayModifier and TypeMethodDescriptionprotected voidPresentDebugImagePass.drawString(javax.media.opengl.GL gl, GLSLDisplay disp, String string, int x, int y) protected voidCachedRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidReduceImagePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract voidRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.pickColors(GLSLDisplay disp, OpenGLState glState) voidCachedRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidCacheScenePass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidExtractLayerPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidToolRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidEdgeFilteringPass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidFullRenderPass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidPresentDebugImagePass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidRenderPass.process(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidReduceImagePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract voidRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractSucessiveLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidReduceImagePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract voidRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) voidRenderPass.renderAndUpdateVector(GLSLDisplay disp, Matrix4d worldToView, Vector<Drawable> cache) voidRenderPass.renderVector(GLSLDisplay disp, Matrix4d worldToView, boolean normal, Vector<Drawable> cache) -
Uses of GLSLDisplay in de.grogra.glsl.renderpass.nostencil
Methods in de.grogra.glsl.renderpass.nostencil with parameters of type GLSLDisplayModifier and TypeMethodDescriptionvoidProcessLightingPass.DrawLights(GLSLDisplay disp, OpenGLState glState) Iterate through all found lights, processing each by calling processLight on it.protected voidPresentDebugImagePass.drawString(javax.media.opengl.GL gl, GLSLDisplay disp, String string, int x, int y) protected voidCachedRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) voidCachedRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidCacheScenePass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidExtractLayerPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidToolRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidEdgeFilteringPass.process(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractSucessiveLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) -
Uses of GLSLDisplay in de.grogra.glsl.utility
Methods in de.grogra.glsl.utility with parameters of type GLSLDisplayModifier and TypeMethodDescriptionvoidDrawable.activateGLSLShader(OpenGLState glState, GLSLDisplay disp) voidDrawable.activateGLSLShader(OpenGLState glState, GLSLDisplay disp, boolean depthonly) voidDrawable.activateGLSLShader(OpenGLState glState, GLSLDisplay disp, boolean depthonly, boolean discard) voidGLSLShader.activateShader(OpenGLState glState, GLSLDisplay disp, Object data) Only public method.voidShaderConfiguration.bindTextures(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo, int offset) voidDrawable.draw(GLSLDisplay disp, GLSLUpdateCache visit, Matrix4d worldToView, boolean normal) protected voidDrawable.draw(GLSLDisplay disp, OpenGLState glState) voidDrawable.drawAndUpdate(GLSLDisplay disp, GLSLUpdateCache visit, Matrix4d worldToView) voidCachedShaderCollection.findAndActivateShader(OpenGLState glState, GLSLDisplay disp, ShaderConfiguration sc, Shader s) Will obtain and activate a GLSLShader to emulate the input shaders behavior.CachedShaderCollection.findShader(OpenGLState glState, GLSLDisplay disp, ShaderConfiguration sc, Shader s) Will obtain a GLSLShader to emulate the input shaders behavior.CachedShaderCollection.getCacheEntry(OpenGLState glState, GLSLDisplay disp, ShaderConfiguration sc, Object s) Retrieve the cached entry for a Configuration/Object-Pair.abstract GLSLManagedShaderShaderConfiguration.getShaderByDefaultCollection(GLSLDisplay disp, Object reference) voidShaderConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) protected voidGLSLShader.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, Object data, int shaderNo) Function that loads uniforms of the represented Shader.voidShaderConfiguration.setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) protected voidGLSLShader.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, Object data) voidShaderConfiguration.setupShader(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo) voidShaderConfiguration.setupTextures(javax.media.opengl.GL gl, GLSLDisplay disp, int shaderNo, int offset) voidFrustumCullingTester.setupViewFrustum(GLSLDisplay disp)