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Monad Engine da02fba2
> Undercity Codex_
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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... | |
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).
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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 | |
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| Color | |
| Normal | |
| Depth | |
Definition at line 27 of file RenderSettings.h.