namespace: ewol::openGL


Description:



enum:

Synopsis:

  void         lock             (void );
void unLock (void );
void setBasicMatrix (const mat4 & _newOne);
void setMatrix (const mat4 & _newOne);
void push (void );
void pop (void );
const mat4 & getMatrix (void );
const mat4 & getCameraMatrix (void );
void setCameraMatrix (const mat4 & _newOne);
void finish (void );
void flush (void );
void swap (void );
void enable (enum openGlFlags _flagID);
void disable (enum openGlFlags _flagID);
void updateAllFlags (void );
void activeTexture (uint32_t _flagID);
void desActiveTexture (uint32_t _flagID);
void drawArrays (uint32_t _mode,
int32_t _first,
int32_t _count);
void drawElements (uint32_t _mode,
const std::vector<uint32_t> & _indices);
void drawElements16 (uint32_t _mode,
const std::vector<uint16_t> & _indices);
void drawElements8 (uint32_t _mode,
const std::vector<uint8_t> & _indices);
void useProgram (int32_t _id);

Detail:

lock

  void lock (void );
Lock the openGL context for one user only == > better to keep flags and other things ...


unLock

  void unLock (void );
Un-lock the openGL context for an other user...


setBasicMatrix

  void setBasicMatrix (const mat4 & _newOne);
When you will done an opengl rendering, you might call this reset matrix first. It remove all the stach of the matrix pushed.


setMatrix

  void setMatrix (const mat4 & _newOne);
this funtion configure the current use matrix for the renderer (call @ref Push before, and @ref Pop when no more needed).
Note: We did not use opengl standard system, due to the fact that is not supported in opengl ES-2


push

  void push (void );
store current matrix in the matrix stack.


pop

  void pop (void );
remove the current matrix and get the last one from the matrix stack.


getMatrix

  const mat4 & getMatrix (void );
get a reference on the current matrix destinate to opengl renderer.


getCameraMatrix

  const mat4 & getCameraMatrix (void );
get a reference on the current matrix camera destinate to opengl renderer.


setCameraMatrix

  void setCameraMatrix (const mat4 & _newOne);
set a reference on the current camera to opengl renderer.


finish

  void finish (void );


flush

  void flush (void );


swap

  void swap (void );


enable

  void enable (enum openGlFlags _flagID);
enable a flag on the system


disable

  void disable (enum openGlFlags _flagID);
disable a flag on the system


updateAllFlags

  void updateAllFlags (void );


activeTexture

  void activeTexture (uint32_t _flagID);
enable Texture on the system


desActiveTexture

  void desActiveTexture (uint32_t _flagID);
disable Texture on the system


drawArrays

  void drawArrays (uint32_t _mode,
int32_t _first,
int32_t _count);
draw a specific array == > this enable mode difference ...


drawElements

  void drawElements (uint32_t _mode,
const
std::vector<uint32_t> & _indices);



drawElements16

  void drawElements16 (uint32_t _mode,
const
std::vector<uint16_t> & _indices);



drawElements8

  void drawElements8 (uint32_t _mode,
const
std::vector<uint8_t> & _indices);



useProgram

  void useProgram (int32_t _id);
Use openGL program