Uses of Class
de.grogra.glsl.OpenGLState
Package
Description
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Uses of OpenGLState in de.grogra.glsl
Modifier and TypeMethodDescriptionGLSLDisplay.getCurrentGLState()
Returns the OpenGLState associated with the current GLContext.Modifier and TypeMethodDescriptionvoid
GLSLFBOManager.deleteAll
(OpenGLState glState, boolean javaonly) Deletes all associated FBOs and Renderbuffers.void
GLSLFBOManager.resize
(GLSLDisplay disp, OpenGLState glState) Resizes FBO.protected void
GLSLFBOManager.setupFBO
(OpenGLState glState) Setup FBO for the first renderpass. -
Uses of OpenGLState in de.grogra.glsl.light
Modifier and TypeMethodDescriptionvoid
ProcessLightingPass.DrawLights
(GLSLDisplay disp, OpenGLState glState) Iterate through all found lights, processing each by calling processLight on it.protected void
LightingProcessPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ProcessLightingPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
RenderToSkyCubePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ShadowMapGenerationPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) void
LightingProcessPass.process
(GLSLDisplay disp, OpenGLState glState, Object data) void
RenderToSkyCubePass.process
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
LightingProcessPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ProcessLightingPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
RenderToSkyCubePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ShadowMapGenerationPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
LightingProcessPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ProcessLightingPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
RenderToSkyCubePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ShadowMapGenerationPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) void
LightShaderConfiguration.set
(OpenGLState glState, GLSLDisplay disp, Object obj) -
Uses of OpenGLState in de.grogra.glsl.light.shadow
Modifier and TypeMethodDescriptionvoid
ShadowMapCollection.cleanUp
(OpenGLState glState, boolean javaonly) void
GLSLShadowMap.delete
(OpenGLState glState, boolean javaonly) void
GLSLShadowCube.fill
(GLSLDisplay disp, OpenGLState glState) abstract void
GLSLShadowMap.fill
(GLSLDisplay disp, OpenGLState glState) void
GLSLShadowParallel.fill
(GLSLDisplay disp, OpenGLState glState) void
GLSLShadowPerspective.fill
(GLSLDisplay disp, OpenGLState glState) void
ShadowMapCollection.removeUnused
(OpenGLState glState) protected void
GLSLShadowMap.renderCachedScene
(GLSLDisplay disp, OpenGLState glState, Matrix4d round) void
GLSLShadowCube.setupTextureMatrices
(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) abstract void
GLSLShadowMap.setupTextureMatrices
(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) void
GLSLShadowParallel.setupTextureMatrices
(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) void
GLSLShadowPerspective.setupTextureMatrices
(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) -
Uses of OpenGLState in de.grogra.glsl.material
Modifier and TypeMethodDescriptionvoid
MaterialConfiguration.set
(OpenGLState glState, GLSLDisplay disp, Object obj) void
SkyMaterialConfiguration.set
(OpenGLState glState, GLSLDisplay disp, Object obj) -
Uses of OpenGLState in de.grogra.glsl.renderable
Modifier and TypeMethodDescriptionvoid
GLSLPlane.activateShader
(OpenGLState glState, GLSLDisplay disp, Shader shader, boolean depthonly) void
GLSLRenderable.activateShader
(OpenGLState glState, GLSLDisplay disp, Shader shader, boolean depthonly) void
GLSLBox.draw
(OpenGLState glState, RenderState rs) void
GLSLCone.draw
(OpenGLState glState, RenderState rs) void
GLSLCylinder.draw
(OpenGLState glState, RenderState rs) void
GLSLFrustum.draw
(OpenGLState glState, RenderState rs) void
GLSLNullRenderable.draw
(OpenGLState glState, RenderState rs) void
GLSLNumericLabel.draw
(OpenGLState glState, RenderState rs) void
GLSLNURBSCurve.draw
(OpenGLState glState, RenderState rs) void
GLSLPlane.draw
(OpenGLState glState, RenderState rs) void
GLSLPolygonizable.draw
(OpenGLState glState, RenderState rs) abstract void
GLSLRenderable.draw
(OpenGLState glState, RenderState rs) void
GLSLSphere.draw
(OpenGLState glState, RenderState rs) void
GLSLTextLabelBase.draw
(OpenGLState glState, RenderState rs) void
GLSLBox.drawAlt
(OpenGLState glState, GLSLDisplay rs) void
GLSLPlane.drawAlt
(OpenGLState glState, GLSLDisplay rs) void
GLSLPolygonizable.drawAlt
(OpenGLState glState, GLSLDisplay rs) void
GLSLRenderable.drawAlt
(OpenGLState glState, GLSLDisplay rs) GLSLPlane.findShader
(OpenGLState glState, GLSLDisplay disp, Shader shader) GLSLRenderable.findShader
(OpenGLState glState, GLSLDisplay disp, Shader shader) void
RenderableCollection.removeUnused
(OpenGLState glState) -
Uses of OpenGLState in de.grogra.glsl.renderable.vbo
-
Uses of OpenGLState in de.grogra.glsl.renderpass
Modifier and TypeMethodDescriptionstatic void
RenderPass.drawPrjQuad
(OpenGLState glState, Camera c) static void
RenderPass.drawPrjQuad
(OpenGLState glState, Camera c, float x, float y, float width, float height) static void
RenderPass.drawPrjQuad
(OpenGLState glState, Camera c, float x, float y, float width, float height, double angle) Draw a fullscreen Quad (only useful in orthogonal mode)static void
RenderPass.drawPrjQuadParallel
(OpenGLState glState, Camera c, float x, float y, float width, float height, double projectionWidth) Draw a fullscreen Quad (only useful in orthogonal mode)protected void
CachedRenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CacheScenePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CopyFloatTexturePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DepthPeelingPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawSkyPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawTranspBackgroundPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
EdgeFilteringPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
FullQualityRenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PrepareAlphaPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PreprocessPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentScenePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ReduceImagePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract void
RenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToneMappingPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToolRenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.loadTexture
(OpenGLState glState) protected void
ExtractSucessiveLayerPass.loadTexture
(OpenGLState glState) protected void
ToneMappingPass.pickColors
(GLSLDisplay disp, OpenGLState glState) void
CachedRenderPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
CacheScenePass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
ExtractLayerPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
RenderPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
ToolRenderPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
EdgeFilteringPass.process
(GLSLDisplay disp, OpenGLState glState, Object data) void
FullRenderPass.process
(GLSLDisplay disp, OpenGLState glState, Object data) void
PresentDebugImagePass.process
(GLSLDisplay disp, OpenGLState glState, Object data) void
RenderPass.process
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CachedRenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CacheScenePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CopyFloatTexturePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DepthPeelingPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawSkyPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawTranspBackgroundPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
EdgeFilteringPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
FullQualityRenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PrepareAlphaPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PreprocessPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentScenePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ReduceImagePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract void
RenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToneMappingPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToolRenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CachedRenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CacheScenePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CopyFloatTexturePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DepthPeelingPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawSkyPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawTranspBackgroundPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
EdgeFilteringPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractSucessiveLayerPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
FullQualityRenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PrepareAlphaPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PreprocessPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentScenePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ReduceImagePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract void
RenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToneMappingPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToolRenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.renderStencil
(OpenGLState glState, Camera c, int x, int y) void
RenderPass.resetMatrix
(OpenGLState glState, int count) void
RenderPass.setMatrix
(OpenGLState glState, int where, Matrix4d which) static void
RenderPass.ViewOrtho
(OpenGLState glState) static void
RenderPass.ViewOrtho
(OpenGLState glState, int width, int height) construct an orthogranal view matrix for easing full screen quad drawingstatic void
RenderPass.ViewPerspective
(OpenGLState glState) change view matrix back to default -
Uses of OpenGLState in de.grogra.glsl.renderpass.nostencil
Modifier and TypeMethodDescriptionvoid
ProcessLightingPass.DrawLights
(GLSLDisplay disp, OpenGLState glState) Iterate through all found lights, processing each by calling processLight on it.protected void
CachedRenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CacheScenePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CopyFloatTexturePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DepthPeelingPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawSkyPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawTranspBackgroundPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
EdgeFilteringPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
FullQualityRenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PrepareAlphaPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PreprocessPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentScenePass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ProcessLightingPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToolRenderPass.epilogue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.loadTexture
(OpenGLState glState) protected void
ExtractSucessiveLayerPass.loadTexture
(OpenGLState glState) void
CachedRenderPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
CacheScenePass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
ExtractLayerPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
ToolRenderPass.postDrawCallback
(Drawable dr, OpenGLState glState, GLSLDisplay disp) void
EdgeFilteringPass.process
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CachedRenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CacheScenePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CopyFloatTexturePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DepthPeelingPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawSkyPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawTranspBackgroundPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
EdgeFilteringPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
FullQualityRenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PrepareAlphaPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PreprocessPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentScenePass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ProcessLightingPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToolRenderPass.prologue
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CachedRenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CacheScenePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
CopyFloatTexturePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DepthPeelingPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawSkyPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
DrawTranspBackgroundPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
EdgeFilteringPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractLayerPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ExtractSucessiveLayerPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
FullQualityRenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PrepareAlphaPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PreprocessPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentDebugImagePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
PresentScenePass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ProcessLightingPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) protected void
ToolRenderPass.render
(GLSLDisplay disp, OpenGLState glState, Object data) -
Uses of OpenGLState in de.grogra.glsl.utility
Modifier and TypeMethodDescriptionvoid
Drawable.activateGLSLShader
(OpenGLState glState, GLSLDisplay disp) void
Drawable.activateGLSLShader
(OpenGLState glState, GLSLDisplay disp, boolean depthonly) void
Drawable.activateGLSLShader
(OpenGLState glState, GLSLDisplay disp, boolean depthonly, boolean discard) void
GLSLShader.activateShader
(OpenGLState glState, GLSLDisplay disp, Object data) Only public method.void
FrameBufferObject.attachDepthOnly
(OpenGLState glState, FBOAttachment att) void
FrameBufferObject.attachDepthStencil
(OpenGLState glState, FBOAttachment att) void
FrameBufferObject.attachDrawBuffer
(OpenGLState glState, FBOAttachment att, int where) void
FrameBufferObject.attachStencilOnly
(OpenGLState glState, FBOAttachment att) void
FBOAttachment.attachToFbo
(OpenGLState glState, int where) void
RenderBuffer.attachToFbo
(OpenGLState glState, int ATTACHMENT_POINT) void
TextureRenderTarget.attachToFbo
(OpenGLState glState, int ATTACHMENT_POINT) void
FrameBufferObject.bind
(OpenGLState glState) void
FrameBufferObject.bindAllAttachmentsAsTextures
(OpenGLState glState) void
FrameBufferObject.bindAllAttachmentsAsTextures
(OpenGLState glState, int upTo) void
FrameBufferObject.bindAllAttachmentsAsTextures
(OpenGLState glState, int upTo, int offset) Binds all 4 DrawBuffer-Attachments as Textures to Units 0 to 3 only works if at least 4 Textures are attached.void
FrameBufferObject.bindAttachmentAsTexture
(OpenGLState glState, int which, int where) Binds an Attachments as Texture to Unitwhere
void
TextureRenderTarget.bindTo
(OpenGLState glState, int targetTexNo) void
GLSLOpenGLObject.cleanup
(OpenGLState glState, boolean javaOnly) void
GLSLShader.cleanup
(OpenGLState glState, boolean javaonly) void
GLSLTexture.cleanup
(OpenGLState glState, boolean javaOnly) void
VertexBufferObject.cleanup
(OpenGLState glState, boolean javaOnly) void
FBOAttachment.create
(OpenGLState glState, int FORMAT) void
FrameBufferObject.create
(OpenGLState glState) void
RenderBuffer.create
(OpenGLState glState, int FORMAT) void
TextureRenderTarget.create
(OpenGLState glState, int FORMAT) void
TextureRenderTarget.create
(OpenGLState glState, int FORMAT, int type) void
FBOAttachment.delete
(OpenGLState glState, boolean javaonly) void
FrameBufferObject.delete
(OpenGLState glState, boolean javaonly) void
RenderBuffer.delete
(OpenGLState glState, boolean javaonly) void
TextureRenderTarget.delete
(OpenGLState glState, boolean javaonly) void
CachedShaderCollection.deleteAll
(OpenGLState glState, boolean javaonly) Remove all compiled Shaders fromshaderCache
andshaderMap
.void
FrameBufferObject.deleteAttachments
(OpenGLState glState, boolean javaonly) protected void
Drawable.draw
(GLSLDisplay disp, OpenGLState glState) void
VertexBufferObject.draw
(OpenGLState glState) void
FrameBufferObject.drawBuffer
(OpenGLState glState, int which) Sets this FBO as active and sets Attachmentwhich as current drawBuffer
void
FrameBufferObject.drawBuffers
(OpenGLState glState, int upTo) void
FrameBufferObject.drawBuffers
(OpenGLState glState, int upTo, int offset) Sets this FBO as active and sets Attachments 0 up toupTo as current drawBuffers
void
CachedShaderCollection.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.boolean
FrameBufferObject.isComplete
(OpenGLState glState) boolean
RenderBuffer.isOkay
(OpenGLState glState) void
Drawable.rebuildVolumeData
(OpenGLState glState) void
CachedShaderCollection.removeUnusedShaders
(OpenGLState glState) Removes unused GLSLShaders fromshaderCache
void
FBOAttachment.resize
(OpenGLState glState) void
RenderBuffer.resize
(OpenGLState glState) void
TextureRenderTarget.resize
(OpenGLState glState) void
FrameBufferObject.resizeAttachments
(OpenGLState glState) Only resizes color attachmentsvoid
ShaderConfiguration.set
(OpenGLState glState, GLSLDisplay disp, Object obj) ModifierConstructorDescriptionGLSLShader
(OpenGLState glState) VertexBufferObject
(OpenGLState glState)