namespace mrpt::opengl
Overview
Backward-compat alias: mrpt::opengl::graph_tools == mrpt::viz::graph_tools.
namespace opengl { // namespaces namespace mrpt::opengl::internal; // typedefs typedef std::map<shader_id_t, std::multimap<float, RenderQueueElement>> RenderQueue; typedef uint8_t shader_id_t; typedef std::vector<shader_id_t> shader_list_t; typedef unsigned int texture_name_t; typedef int texture_unit_t; // structs struct CompilationStats; struct DefaultShaderID; struct FrameBufferBinding; struct RenderContext; struct RenderQueueElement; struct RenderQueueStats; struct TRenderMatrices; struct ViewportRenderStats; struct texture_name_unit_t; // classes class Buffer; class CFBORender; class CompiledScene; class CompiledViewport; class FrameBuffer; class LinesProxy; class LinesProxyBase; template <int DEPTH_LUT_NUM_BITS = 18> class OpenGLDepth2LinearLUTs; template <class POINTCLOUD> class PointCloudAdapter; class PointsProxy; class PointsProxyBase; class Program; class RenderableProxy; class Shader; class ShaderProgramManager; class SkyBoxProxy; class Texture; class TexturedTrianglesProxy; class TexturedTrianglesProxyBase; class TrianglesProxy; class TrianglesProxyBase; class VertexArrayObject; // global variables static constexpr int MATERIAL_DIFFUSE_TEXTURE_UNIT = 0; static constexpr int SHADOW_MAP_TEXTURE_UNIT = 1; static constexpr int NORMAL_MAP_TEXTURE_UNIT = 2; static constexpr int SSAO_NOISE_TEXTURE_UNIT = 3; static constexpr int SSAO_TEXTURE_UNIT = 4; // global functions Program::Ptr LoadDefaultShader(shader_id_t id); void registerAllClasses_mrpt_opengl(); std::tuple<double, bool, bool> depthAndVisibleInView( const RenderableProxy* proxy, const TRenderMatrices& objState, const mrpt::poses::CPose3D& objPose, bool skipCullChecks ); std::unique_ptr<ShaderProgramManager> createAndPreloadShaders(); texture_name_t getNewTextureNumber(const uint8_t* optionalRgbDataForAssociation); void releaseTextureName(const texture_name_t& t); } // namespace opengl
Typedefs
typedef std::vector<shader_id_t> shader_list_t
A list of shader IDs.
typedef int texture_unit_t
the “i” in GL_TEXTUREi
Global Functions
texture_name_t getNewTextureNumber(const uint8_t* optionalRgbDataForAssociation)
Returns: [texture name, texture unit].