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Graphics (Low-level GL)

OpenGL resource wrappers: shaders, textures, vertex layouts. More...

Files

file  GraphicsAPI.h
 Thin wrapper around raw OpenGL 3.3 Core Profile calls.
 
file  PostProcess.h
 Three.js-style pixel-art post-pass.
 
file  RenderSettings.h
 Per-frame renderer tuning knobs (PSX-style pixelation, fog, ambient).
 
file  RenderTarget.h
 Offscreen FBO with colour, view-normal and depth attachments.
 
file  ShaderProgram.h
 Wrapper around a linked OpenGL GLSL program with uniform caching.
 
file  Texture.h
 2D texture resource and a path-keyed cache (TextureManager).
 
file  VertexLayout.h
 Describes the memory layout of a single vertex in a VBO.
 

Classes

class  mnd::RenderTarget
 Offscreen FBO with MRT colour + sampleable depth for low-resolution rendering. More...
 

Enumerations

enum class  mnd::DebugView : int { mnd::DebugView::Color = 0 , mnd::DebugView::Normal = 1 , mnd::DebugView::Depth = 2 }
 Renderer tuning struct passed to the post-process shader each frame. More...
 

Detailed Description

OpenGL resource wrappers: shaders, textures, vertex layouts.

Thin OpenGL wrappers — shaders, textures, vertex layouts, FBOs.

Sits directly on top of GLEW / OpenGL 3.3 Core. Higher-level code in the Rendering group goes through these wrappers rather than calling gl* functions directly.

The lowest-level layer. Built on GLEW/GLFW; mostly used internally by the render module but exposed in case you need to drop into raw GL (e.g. custom post-process passes).

Enumeration Type Documentation

◆ DebugView

enum class mnd::DebugView : int
strong

Renderer tuning struct passed to the post-process shader each frame.

Which scene-target attachment the final blit shows. Used to verify the MRT G-buffer is producing sane normals/depth before the outline post-pass is wired in. Color = production view.

Enumerator
Color 
Normal 
Depth 

Definition at line 27 of file RenderSettings.h.