组合类型 |
struct | hgl::OpenGLHardwareSupport |
名字空间 |
namespace | hgl |
| __MAKE_HGL__&&!__MAKE_PLUGIN__
|
宏定义 |
#define | NOT_HARDWARE_OpenGL_SUPPORT L"您的显卡或驱动程序不支持OpenGL硬件加速,或者是您没有安装官方(显示芯片制造商或显卡制造商)所提供的新版显卡驱动程序!\n请更新您的显卡驱动!" |
#define | NOT_SUPPORT_GL L"您的显卡或驱动程序不支持" |
#define | PLEASE_CHECK_VIDEO_DRIVER L"。如果您确认您的显卡支持这一功能,请更新您的显卡驱动程序。" |
#define | PLEASE_CHECK_VIDEO_DRIVER_FF L",这将丧失一些功能并可能会降低您的画质" PLEASE_CHECK_VIDEO_DRIVER |
#define | PLEASE_CHECK_VIDEO_DRIVER_LQ L",这将影响画面的质量" PLEASE_CHECK_VIDEO_DRIVER |
#define | PLEASE_CHECK_VIDEO_DRIVER_LS L",这将降低系统的运行速度" PLEASE_CHECK_VIDEO_DRIVER |
#define | PLEASE_CHECK_VIDEO_DRIVER_NU L",这将使您无法运行当前应用程序" PLEASE_CHECK_VIDEO_DRIVER |
#define | PLEASE_CHECK_VIDEO_DRIVER_SF L",这将丧失一些功能并可能会降低系统的速度" PLEASE_CHECK_VIDEO_DRIVER |
#define | STRING_OpenGL L" OpenGL " |
#define | STRING_TEXTURE_COMPRESS L"贴图压缩" |
#define | STRING_TEXTURE_ANISOTROPY L"贴图各向异性过滤(texture filter anisotropic)" |
#define | STRING_VERTEX_PROGRAM L"顶点编程(vertex program)" |
#define | STRING_FRAGMENT_PROGRAM L"片断编程(fragment program)" |
#define | STRING_VERTEX_SHADER L"顶点着色(Vertex Shader)" |
#define | STRING_FRAGMENT_SHADER L"片断着色(Fragment Shader)" |
#define | STRING_GEOMETRY_SHADER L"几何着色(Geometry Shader)" |
#define | STRING_GLSL L"OpenGL 着色语言(OpenGL Shading Language,简称“GLSL”)" |
#define | STRING_Cg L"\"C\" for Graphics,简称“Cg”" |
#define | STRING_FBO L"OpenGL Framebuffer Object(FBO)" |
#define | STRING_VBO L"Vertex Buffer Objects(VBO)" |
#define | STRING_VAO L"Vertex Array Objects(VAO)" |
#define | STRING_PBO L"Pixel Buffer Object(PBO)" |
#define | STRING_POINT_PARAMETER L"点参数(Point Parameter)" |
#define | STRING_POINT_SPRITE L"点精灵(Point Sprite)" |
#define | STRING_MULTI_DRAW_ARRAY L"多批阵队绘制(Multi Draw Arrays)" |
#define | STRING_TEXTURE_ARRAY L"贴图阵列(Texture Array)" |
#define | STRING_NPOT_TEXTURE L"非2次幂尺寸贴图(Texture non power of two)" |
#define | STRING_RECT_TEXTURE L"矩形贴图(Texture Rectangle)" |
#define | STRING_MULTI_TEXTURE L"多重贴图(Multi Texture)" |
#define | STRING_CUBE_MAP L"立方体贴图(Cube Map)" |
#define | STRING_OR L"或" |
#define | STRING_AND L"与" |
#define | NOT_SUPPORT_OpenGL_1_2 NOT_SUPPORT_GL STRING_OpenGL L"1.2 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_1_3 NOT_SUPPORT_GL STRING_OpenGL L"1.3 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_1_5 NOT_SUPPORT_GL STRING_OpenGL L"1.5 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_2_0 NOT_SUPPORT_GL STRING_OpenGL L"2.0 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_2_1 NOT_SUPPORT_GL STRING_OpenGL L"2.1 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_3_0 NOT_SUPPORT_GL STRING_OpenGL L"3.0 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_3_3 NOT_SUPPORT_GL STRING_OpenGL L"3.3 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_4_0 NOT_SUPPORT_GL STRING_OpenGL L"4.0 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_ES_1_1 NOT_SUPPORT_GL STRING_OpenGL L"ES 1.1 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_OpenGL_ES_2_0 NOT_SUPPORT_GL STRING_OpenGL L"ES 2.0 " PLEASE_CHECK_VIDEO_DRIVER_NU |
#define | NOT_SUPPORT_TEXTURE_COMPRESS NOT_SUPPORT_GL STRING_TEXTURE_COMPRESS PLEASE_CHECK_VIDEO_DRIVER |
#define | NOT_SUPPORT_TEXTURE_ANISOTROPY NOT_SUPPORT_GL STRING_TEXTURE_ANISOTROPY PLEASE_CHECK_VIDEO_DRIVER_LQ |
#define | NOT_SUPPORT_VERTEX_PROGRAM NOT_SUPPORT_GL STRING_VERTEX_PROGRAM PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_FRAGMENT_PROGRAM NOT_SUPPORT_GL STRING_FRAGMENT_PROGRAM PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_VERTEX_SHADER NOT_SUPPORT_GL STRING_VERTEX_SHADER PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_FRAGMENT_SHADER NOT_SUPPORT_GL STRING_FRAGMENT_SHADER PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_GEOMETRY_SHADER NOT_SUPPORT_GL STRING_GEOMETRY_SHADER PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_GLSL NOT_SUPPORT_GL STRING_GLSL PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_Cg NOT_SUPPORT_GL STRING_Cg PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_FBO NOT_SUPPORT_GL STRING_FBO PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_VBO NOT_SUPPORT_GL STRING_VBO PLEASE_CHECK_VIDEO_DRIVER_LS |
#define | NOT_SUPPORT_VAO NOT_SUPPORT_GL STRING_VAO PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_PBO NOT_SUPPORT_GL STRING_PBO PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_POINT_PARAMETER NOT_SUPPORT_GL STRING_POINT_PARAMETER PLEASE_CHECK_VIDEO_DRIVER_FF |
#define | NOT_SUPPORT_POINT_SPRITE NOT_SUPPORT_GL STRING_POINT_SPRITE PLEASE_CHECK_VIDEO_DRIVER_FF |
#define | NOT_SUPPORT_MULTI_DRAW_ARRAY NOT_SUPPORT_GL STRING_MULTI_DRAW_ARRAY PLEASE_CHECK_VIDEO_DRIVER_LS |
#define | NOT_SUPPORT_TEXTURE_ARRAY NOT_SUPPORT_GL STRING_TEXTURE_ARRAY PLEASE_CHECK_VIDEO_DRIVER_FF |
#define | NOT_SUPPORT_NPOT_TEXTURE NOT_SUPPORT_GL STRING_NPOT_TEXTURE PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_RECT_TEXTURE NOT_SUPPORT_GL STRING_RECT_TEXTURE PLEASE_CHECK_VIDEO_DRIVER_SF |
#define | NOT_SUPPORT_MULTI_TEXTURE NOT_SUPPORT_GL STRING_MULTI_TEXTURE PLEASE_CHECK_VIDEO_DRIVER_FF |
#define | NOT_SUPPORT_CUBE_MAP NOT_SUPPORT_GL STRING_CUBE_MAP PLEASE_CHECK_VIDEO_DRIVER_FF |
#define | NOT_SUPPORT_NPOT_AND_RECT_TEXTURE |
枚举 |
enum | hgl::OpenGLChipVendor {
hgl::ocvNone = 0,
hgl::ocvATI,
hgl::ocvNVidia,
hgl::ocvIntel,
hgl::ocv3DLabs,
hgl::ocvPowerVR,
hgl::ocvSiS,
hgl::ocvVIA,
hgl::ocvMatrox,
hgl::ocvXGI,
hgl::ocvMesa,
hgl::ocvQuake2,
hgl::ocvDirect3D,
hgl::ocvVoodoo,
hgl::ocvMicrosoft,
hgl::ocvSciTech,
hgl::ocvEnd
} |
| 显卡OpenGL芯片生产商枚举 更多...
|
enum | hgl::GraphicsClientState {
hgl::gcsNone = 0,
hgl::gcsVertex,
hgl::gcsTextureCoord,
hgl::gcsColor,
hgl::gcsNormal,
hgl::gcsSecondaryColor,
hgl::gcsFogCoord,
hgl::gcsIndex,
hgl::gcsEnd
} |
函数 |
void | hgl::CheckOpenGLExt () |
| 检测和处理OpenGL扩展
|
int | hgl::GetScreenWidth () |
| 取得屏幕宽度
|
int | hgl::GetScreenHeight () |
| 取得屏幕高度
|
int | hgl::GetCanvasWidth () |
| 取游戏画布宽度
|
int | hgl::GetCanvasHeight () |
| 取游戏画布高度
|
void | hgl::SetScreen (int, int) |
| 设置屏幕大小
|
void | hgl::SetCanvas (int, int) |
| 设置画布大小
|
void | hgl::To2DMode () |
void | hgl::To2DMode (float, float) |
void | hgl::To2DMode (float, float, float, float, float, float) |
void | hgl::To3DMode (float, float, float, float) |
void __inline | hgl::To3DMode (float fov, float n, float f) |
void __inline | hgl::To3DMode (float fov) |
void | hgl::To3DOrtho (float=1, float=1) |
void | hgl::Set3DOrigin (GLdouble, GLdouble) |
void | hgl::FastUnProject (GLdouble, GLdouble, GLdouble *, GLdouble *) |
bool | hgl::SaveScreenToBMP (const wchar_t *fn=0, int=-1, int=-1) |
bool | hgl::SaveScreenToTGA (const wchar_t *fn=0, int=-1, int=-1) |
int | hgl::PowerTo2 (int) |
int | hgl::PowerTo2 (int, int) |
int | hgl::SplitPowerTo2 (int, int *, int=4) |
void | hgl::FlipBitmap (uint8 *, uint8 *, int, int, int) |
void | hgl::GetPixel (int, int, uint8 *) |
void | hgl::ScaleImage (void *, int, int, void *, int, int, ColorType) |
void | hgl::ToHalf (uchar *dst, const uchar *src, int width, int height, int color) |
| hgl::int (__stdcall *hglSwapBuffers)(void *) |
void | hgl::ClearScreen () |
void | hgl::RestartOpenGL () |
| 重置渲染控制器
|
void | hgl::SetMatrix (GLenum) |
| 设置矩阵堆栈
|
void | hgl::PushMatrix (GLenum) |
| 压入矩阵堆栈
|
void | hgl::PopMatrix (GLenum) |
| 弹出指定矩阵
|
void | hgl::ClearMatrix (GLenum) |
| 清除矩阵
|
void | hgl::LoadMatrix (GLenum, float *) |
| 加载矩阵
|
void | hgl::ClearMatrixStack () |
| 清除矩阵堆栈
|
uint | hgl::GetMaxMatrixBufferSize () |
| 最得取大矩阵缓冲长度
|
uint | hgl::SaveMatrixStack (void *) |
bool | hgl::LoadMatrixStack (void *, uint) |
void __inline | hgl::glColor (float r, float g, float b) |
| 根据RGB设置颜色
|
void __inline | hgl::glColor (float r, float g, float b, float a) |
| 根据RGBA设置颜色
|
void __inline | hgl::glColor (const Color3f &v) |
| 根据RGB设置颜色
|
void __inline | hgl::glColor (const Color3f &v, float a) |
| 根据RGBA设置颜色
|
void __inline | hgl::glColor (const Color4f &v) |
| 根据RGBA设置颜色
|
void __inline | hgl::glColor (const Color4f &v, float a) |
| 根据RGBA设置颜色(alpha再乘上一个系数)
|
void __inline | hgl::glColor256 (int r, int g, int b) |
| 根据RGB设置颜色(颜色范围值为0-255)
|
void __inline | hgl::glColor256 (int r, int g, int b, int a) |
| 根据RGBA设置颜色(颜色范围值为0-255)
|
void __inline | hgl::glColor (float lum) |
| 根据亮度设置颜色
|
void __inline | hgl::glColor (float lum, float a) |
| 根据亮度设置颜色
|
void __inline | hgl::glColor256 (int lum) |
| 根据亮度设置颜色
|
void __inline | hgl::glColor256 (int lum, int a) |
| 根据亮度设置颜色
|
void | hgl::OpenLineSmooth () |
| 开启线条平滑
|
void | hgl::CloseLineSmooth () |
| 关闭线条平滑
|
void | hgl::SetLineWidth (GLfloat) |
| 设置线宽
|
void | hgl::SetLineStipple (GLuint, GLushort) |
| 设置点划线
|
void | hgl::CloseLineStipple () |
| 关闭点划线
|
void | hgl::OpenColorMaterial (GLenum, GLenum) |
void | hgl::CloseColorMaterial () |
void | hgl::SetPixelStore (GLenum, int) |
void | hgl::DeleteTexture (Texture *) |
| 删除一张贴图
|
void | hgl::ChangeActiveTexture (int) |
| 更改到当前贴图
|
void | hgl::ChangeTexture (Texture *) |
| 更改到当前贴图设置
|
void | hgl::ChangeTexture (int, Texture *) |
| 更改到当前贴图设置
|
void | hgl::OpenTexture (TextureType) |
| 开启贴图渲染
|
void | hgl::CloseTexture () |
| 关闭贴图渲染
|
void | hgl::CloseTexture (int) |
| 关闭贴图渲染
|
void | hgl::OpenTextureGen (GLenum, GLenum, GLint) |
void | hgl::CloseTextureGen (GLenum) |
void | hgl::CloseTextureGen () |
void | hgl::ChangeBlend (BlendMode &) |
| 更改到当前混合设置
|
void | hgl::OpenBlend (BlendModeEnum) |
| 开启混合效果
|
void | hgl::OpenBlend (GLuint, GLuint) |
| 开启混合效果
|
void | hgl::CloseBlend () |
| 关闭混合效果
|
void | hgl::OpenScissor (const int, const int, const int, const int) |
| 更改当前裁剪
|
void | hgl::OpenScissor (const int *) |
| 更改当前裁剪
|
void | hgl::CloseScissor () |
| 关闭裁剪
|
void | hgl::OpenAlphaTest (const GLenum, const float) |
void | hgl::CloseAlphaTest () |
void | hgl::OpenDepthTest () |
| 开启深度测试
|
void | hgl::CloseDepthTest () |
| 关闭深度测试
|
void | hgl::OpenDepthMask () |
void | hgl::CloseDepthMask () |
void | hgl::OpenCullFace (GLuint) |
| 开启面裁剪
|
void | hgl::CloseCullFace () |
| 关闭面裁剪
|
bool | hgl::ChangeArrayBuffer (GLuint) |
| 更改当前使用的缓冲区,返回true表示改换,返回false没有换(和原先的一样)
|
void | hgl::DeleteArrayBuffer (GLuint) |
| 删除一个缓冲区
|
void | hgl::CloseArrayBuffer () |
| 关闭缓冲区
|
void | hgl::ChangeShader (GLuint) |
| 更改当前使用的shader
|
void | hgl::DeleteShader (GLuint) |
| 删除一个shader
|
void | hgl::CloseShader () |
| 关闭shader渲染
|
void | hgl::OpenClientState (GraphicsClientState) |
| 开启OpenGL客户端状态
|
void | hgl::CloseClientState (GraphicsClientState) |
| 关闭OpenGL客户端状态
|
void __inline | hgl::DrawZeroPoint (const float size=0.5f) |
void | hgl::glRotate3fv (const float *vf) |
void | hgl::glRotate3f (const float x, const float y, const float z) |
void | hgl::glTranslate3fv (const float *vf) |
void | hgl::glTranslate3f (const float x, const float y, const float z) |
void | hgl::glScale3fv (const float *vf) |
void | hgl::glDrawArray (const GLenum mode, const void *vertex, const void *tex_coord, const void *color, const void *normal, const uint dc, const uint count) |
void __inline | hgl::glDrawArray (const GLenum mode, const void *vertex, const void *tex_coord, const uint dc, const uint count) |
void __inline | hgl::DrawLine (const float x1, const float y1, const float x2, const float y2) |
void __inline | hgl::DrawRectangle (const float left, const float top, const float width, const float height) |
void __inline | hgl::DrawBar (const float left, const float top, const float width, const float height) |
void __inline | hgl::DrawBar (const int left, const int top, const int width, const int height) |
void __inline | hgl::glRect (const RectScope2f &rs) |
void __inline | hgl::glRectFullScreen () |
void __inline | hgl::glRectFullScreen (const Color3f &color) |
变量 |
OpenGLHardwareSupport | hgl::OHS |
OpenGLChipVendor | hgl::OCV = ocvNone |
GLenum | hgl::COMPRESSED_RGB = 0 |
GLenum | hgl::COMPRESSED_RGBA = 0 |
GLenum | hgl::COMPRESSED_LUMINANCE = 0 |
GLenum | hgl::COMPRESSED_LUMINANCE_ALPHA = 0 |
GLenum | hgl::COMPRESSED_ALPHA = 0 |
GLenum | hgl::COMPRESSED_RGB_A1 = 0 |
GLenum | hgl::COMPRESSED_RGB_A4 = 0 |