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TGX 1.0.3
A tiny 2D/3D graphics library optimized for 32 bits microcontrollers.
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This is the complete list of members for tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t >, including all inherited members.
clearZbuffer() | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawAdaptativeSphere(float quality=1.0f) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawAdaptativeSphere(const Image< color_t > *texture, float quality=1.0f) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawCube() | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawCube(const fVec2 v_front_ABCD[4], const Image< color_t > *texture_front, const fVec2 v_back_EFGH[4], const Image< color_t > *texture_back, const fVec2 v_top_HADE[4], const Image< color_t > *texture_top, const fVec2 v_bottom_BGFC[4], const Image< color_t > *texture_bottom, const fVec2 v_left_HGBA[4], const Image< color_t > *texture_left, const fVec2 v_right_DCFE[4], const Image< color_t > *texture_right) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawCube(const Image< color_t > *texture_front, const Image< color_t > *texture_back, const Image< color_t > *texture_top, const Image< color_t > *texture_bottom, const Image< color_t > *texture_left, const Image< color_t > *texture_right) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawDot(const fVec3 &pos, int r) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawDot(const fVec3 &pos, int r, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawDots(int nb_dots, const fVec3 *pos_list, const int radius) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawDots(int nb_dots, const fVec3 *pos_list, const int *radius_ind, const int *radius, const int *colors_ind, const color_t *colors, const int *opacities_ind, const float *opacities) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawMesh(const Mesh3D< color_t > *mesh, bool use_mesh_material=true, bool draw_chained_meshes=true) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawPixel(const fVec3 &pos) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawPixel(const fVec3 &pos, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawPixels(int nb_pixels, const fVec3 *pos_list) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawPixels(int nb_pixels, const fVec3 *pos_list, const int *colors_ind, const color_t *colors, const int *opacities_ind, const float *opacities) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawQuad(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, const fVec3 &P4, const fVec3 *N1=nullptr, const fVec3 *N2=nullptr, const fVec3 *N3=nullptr, const fVec3 *N4=nullptr, const fVec2 *T1=nullptr, const fVec2 *T2=nullptr, const fVec2 *T3=nullptr, const fVec2 *T4=nullptr, const Image< color_t > *texture=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawQuads(int nb_quads, const uint16_t *ind_vertices, const fVec3 *vertices, const uint16_t *ind_normals=nullptr, const fVec3 *normals=nullptr, const uint16_t *ind_texture=nullptr, const fVec2 *textures=nullptr, const Image< color_t > *texture_image=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawQuadWithVertexColor(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, const fVec3 &P4, const RGBf &col1, const RGBf &col2, const RGBf &col3, const RGBf &col4, const fVec3 *N1=nullptr, const fVec3 *N2=nullptr, const fVec3 *N3=nullptr, const fVec3 *N4=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawSphere(int nb_sectors, int nb_stacks) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawSphere(int nb_sectors, int nb_stacks, const Image< color_t > *texture) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawTriangle(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, const fVec3 *N1=nullptr, const fVec3 *N2=nullptr, const fVec3 *N3=nullptr, const fVec2 *T1=nullptr, const fVec2 *T2=nullptr, const fVec2 *T3=nullptr, const Image< color_t > *texture=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawTriangles(int nb_triangles, const uint16_t *ind_vertices, const fVec3 *vertices, const uint16_t *ind_normals=nullptr, const fVec3 *normals=nullptr, const uint16_t *ind_texture=nullptr, const fVec2 *textures=nullptr, const Image< color_t > *texture_image=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawTriangleWithVertexColor(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, const RGBf &col1, const RGBf &col2, const RGBf &col3, const fVec3 *N1=nullptr, const fVec3 *N2=nullptr, const fVec3 *N3=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameAdaptativeSphere(float quality=1.0f) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameAdaptativeSphere(float quality, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameCube() | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameCube(float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameLine(const fVec3 &P1, const fVec3 &P2) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameLine(const fVec3 &P1, const fVec3 &P2, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameLines(int nb_lines, const uint16_t *ind_vertices, const fVec3 *vertices) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameLines(int nb_lines, const uint16_t *ind_vertices, const fVec3 *vertices, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameMesh(const Mesh3D< color_t > *mesh, bool draw_chained_meshes=true) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameMesh(const Mesh3D< color_t > *mesh, bool draw_chained_meshes, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameQuad(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, const fVec3 &P4) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameQuad(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, const fVec3 &P4, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameQuads(int nb_quads, const uint16_t *ind_vertices, const fVec3 *vertices) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameQuads(int nb_quads, const uint16_t *ind_vertices, const fVec3 *vertices, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameSphere(int nb_sectors, int nb_stacks) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameSphere(int nb_sectors, int nb_stacks, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameTriangle(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameTriangle(const fVec3 &P1, const fVec3 &P2, const fVec3 &P3, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameTriangles(int nb_triangles, const uint16_t *ind_vertices, const fVec3 *vertices) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
drawWireFrameTriangles(int nb_triangles, const uint16_t *ind_vertices, const fVec3 *vertices, float thickness, color_t color, float opacity) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
getModelMatrix() const | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
getProjectionMatrix() const | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
getViewMatrix() const | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
modelToImage(fVec3 P) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
modelToNDC(fVec3 P) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
Renderer3D(const iVec2 &viewportSize={0, 0}, Image< color_t > *im=nullptr, ZBUFFER_t *zbuffer=nullptr) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setCulling(int w) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setFrustum(float left, float right, float bottom, float top, float zNear, float zFar) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setImage(Image< color_t > *im) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLight(const fVec3 direction, const RGBf &ambiantColor, const RGBf &diffuseColor, const RGBf &specularColor) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLightAmbiant(const RGBf &color) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLightDiffuse(const RGBf &color) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLightDirection(const fVec3 &direction) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLightSpecular(const RGBf &color) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setLookAt(const fVec3 eye, const fVec3 center, const fVec3 up) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setMaterial(RGBf color, float ambiantStrength, float diffuseStrength, float specularStrength, int specularExponent) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setMaterialAmbiantStrength(float strenght=0.1f) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setMaterialColor(RGBf color) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setMaterialDiffuseStrength(float strenght=0.6f) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setMaterialSpecularExponent(int exponent=16) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setMaterialSpecularStrength(float strenght=0.5f) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setModelMatrix(const fMat4 &M) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setModelPosScaleRot(const fVec3 ¢er=fVec3{ 0, 0, 0 }, const fVec3 &scale=fVec3(1, 1, 1), float rot_angle=0, const fVec3 &rot_dir=fVec3{ 0, 1, 0 }) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setOffset(int ox, int oy) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setOffset(const iVec2 &offset) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setOrtho(float left, float right, float bottom, float top, float zNear, float zFar) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setPerspective(float fovy, float aspect, float zNear, float zFar) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setProjectionMatrix(const fMat4 &M) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setShaders(Shader shaders) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setTextureQuality(Shader quality) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setTextureWrappingMode(Shader wrap_mode) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setViewMatrix(const fMat4 &M) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setViewportSize(int lx, int ly) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setViewportSize(const iVec2 &viewport_dim) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
setZbuffer(ZBUFFER_t *zbuffer) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
useOrthographicProjection() | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
usePerspectiveProjection() | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
worldToImage(fVec3 P) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > | |
worldToNDC(fVec3 P) | tgx::Renderer3D< color_t, LOADED_SHADERS, ZBUFFER_t > |