module Nya::Render::Backends::GL

Included Modules

Direct including types

Defined in:

nya/render/backends/gl.cr
nya/render/backends/gl/camera_metadata.cr
nya/render/backends/gl/glsl_compiler.cr
nya/render/backends/gl/location_metadata.cr
nya/render/backends/gl/metadata.cr
nya/render/backends/gl/shader_type.cr

Instance Method Summary

Instance methods inherited from module Nya::Render::Backends::GL::VBOGenerator

generate_buffer!(shape : Models::Shape, force = false) : Models::Shape generate_buffer!, generate_buffers!(mesh : Mesh, force = false) generate_buffers!

Instance methods inherited from module Nya::Render::Backends::GL::ShaderVars

apply_shader_vars(prog : ShaderProgram) apply_shader_vars

Instance Method Detail

def compile_shaders(sh : ShaderProgram) #

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def create_object(objtype : Symbol) : Render::Backend::Metadata #

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def current_camera : Camera #

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def delete_object(object : Render::Backend::Metadata) #

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def delete_shaders(sh : ShaderProgram) #

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def draw(mode = LibGL::QUADS, &) #

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def draw_camera(c : Camera, &) #

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def draw_game_object(obj : Nya::GameObject, &) #

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def draw_mesh(mesh : Mesh) #

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def draw_shape(shape : Models::Shape) #

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def draw_texture(tex : Nya::Render::Backend::Metadata, x, y, w, h) #

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def draw_texture(texture : Texture, x, y, w, h) #

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def draw_texture(tex : Nya::Render::Backend::Metadata, pts : Array(CrystalEdge::Vector3)) #

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def draw_texture(texture : Texture, pts : Array(CrystalEdge::Vector3)) #

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def draw_texture(texture : Texture2D) #

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def draw_texture(texture : Texture3D) #

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def load_texture(m : Nya::Render::Backend::Metadata, w, h, texture : Bytes) #

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def max_textures : Int32 #

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def project(c : Camera, v) : CrystalEdge::Vector3 #

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def relink_program(shp : ShaderProgram) #

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def shader_extensions : Array(String) #

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def shader_formats : Array(String) #

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def supports_shaders? : Bool #

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def unproject(c : Camera, v) : CrystalEdge::Vector3 #

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Unprojects screen point to world coordinates


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def unuse_shader_program #

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def use_shader_program(shp : ShaderProgram | Nil) #

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def with_shader_program(shp : ShaderProgram | Nil, &) #

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