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lmgl 1.0.0
A lightweight OpenGL graphics engine library written in C++
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Namespace for rendering-related classes and functions. More...
Classes | |
| struct | BufferElement |
| Represents a single element in a buffer layout. More... | |
| class | BufferLayout |
| Defines the layout of a buffer, consisting of multiple buffer elements. More... | |
| class | CubemapShadowMap |
| Manages a cubemap depth texture for rendering shadows from point lights. More... | |
| class | Framebuffer |
| Framebuffer class for off-screen rendering. More... | |
| class | IndexBuffer |
| Manages an index buffer in OpenGL. More... | |
| class | Renderer |
| Manages the rendering of scenes. More... | |
| class | Shader |
| Represents a shader program used in rendering. More... | |
| class | ShaderLibrary |
| Manages a collection of shader programs. More... | |
| class | ShadowMap |
| Manages a 2D depth texture for rendering shadows from directional lights. More... | |
| class | ShadowRenderer |
| Renders shadows for directional and point lights using shadow maps. More... | |
| class | Texture |
| Manages an OpenGL texture. More... | |
| class | VertexArray |
| Class representing a Vertex Array Object (VAO) in OpenGL. More... | |
| class | VertexBuffer |
| Manages a vertex buffer in OpenGL. More... | |
Enumerations | |
| enum class | ShaderDataType { None = 0 , Float , Float2 , Float3 , Float4 , Mat3 , Mat4 , Int , Int2 , Int3 , Int4 , Bool } |
| Enumerates the various data types used in shaders. More... | |
| enum class | RenderMode { Solid = 0 , Wireframe , Points } |
| Enumerates the different rendering modes. More... | |
| enum class | RenderLayer { Skybox = 0 , Opaque = 100 , Transparent = 200 , UI = 300 } |
| Enumerates the different render layers. More... | |
Namespace for rendering-related classes and functions.
This namespace contains classes and functions that are responsible for rendering scenes, managing shaders, and handling graphical output.
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Enumerates the different render layers.
This enumeration defines layers for rendering order, such as skybox, opaque objects, transparent objects, and UI elements. Each layer has a specific priority to ensure correct rendering order.
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Enumerates the different rendering modes.
This enumeration defines the various modes in which objects can be rendered, such as solid, wireframe, and points. Each mode affects how the geometry is displayed on the screen.
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Enumerates the various data types used in shaders.
This enumeration defines the different types of data that can be used in shader programs, including floats, integers, matrices, and booleans. Each type corresponds to a specific size and structure in memory.