World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
RenderOpenGL Cписок членов класса

Полный список членов класса RenderOpenGL, включая наследуемые из базового класса

_4A4CC9_AddSomeBillboard(struct SpellFX_Billboard *a1, int diffuse)RenderOpenGLvirtual
am_Blt_Chroma(Rect *pSrcRect, Point *pTargetPoint, int a3, int blend_mode)RenderOpenGLvirtual
AreRenderSurfacesOk()RenderOpenGLvirtual
BeginDecals()RenderOpenGLvirtual
BeginLightmaps()RenderOpenGLvirtual
BeginLightmaps2()RenderOpenGLvirtual
BeginScene()RenderOpenGLvirtual
BeginSceneD3D()RenderOpenGLvirtual
Billboard_ProbablyAddToListAndSortByZOrder(float z)RenderBaseprotected
BlendTextures(int a2, int a3, Image *a4, Image *a5, int t, int start_opacity, int end_opacity)RenderOpenGLvirtual
BltBackToFontFast(int a2, int a3, Rect *pSrcRect)RenderOpenGLvirtual
ClearBlack()RenderOpenGLvirtual
ClearTarget(unsigned int uColor)RenderOpenGLvirtual
ClearZBuffer(int a2, int a3)RenderOpenGLvirtual
clip_wRenderOpenGLprotected
clip_xRenderOpenGLprotected
clip_yRenderOpenGLprotected
clip_zRenderOpenGLprotected
configIRender
Configure(std::shared_ptr< const IRenderConfig > config)IRenderinlinevirtual
CreateSprite(const String &name, unsigned int palette_id, unsigned int lod_sprite_id)RenderOpenGLvirtual
CreateTexture(const String &name)RenderOpenGLvirtual
CreateTexture_Alpha(const String &name)RenderOpenGLvirtual
CreateTexture_Blank(unsigned int width, unsigned int height, IMAGE_FORMAT format, const void *pixels=nullptr)RenderOpenGLvirtual
CreateTexture_ColorKey(const String &name, uint16_t colorkey)RenderOpenGLvirtual
CreateTexture_PCXFromFile(const String &name)RenderOpenGLvirtual
CreateTexture_PCXFromIconsLOD(const String &name)RenderOpenGLvirtual
CreateTexture_PCXFromNewLOD(const String &name)RenderOpenGLvirtual
CreateTexture_Solid(const String &name)RenderOpenGLvirtual
CreateZBuffer()RenderOpenGLvirtual
decal_builderIRender
DeleteTexture(Texture *texture)RenderOpenGLvirtual
do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff)RenderOpenGLvirtual
DoRenderBillboards_D3D()RenderOpenGLprotected
DrawBillboard_Indoor(SoftwareBillboard *pSoftBillboard, RenderBillboard *)RenderOpenGLvirtual
DrawBillboardList_BLV()RenderOpenGLvirtual
DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene()RenderOpenGLvirtual
DrawBuildingsD3D()RenderOpenGLvirtual
DrawDecal(struct Decal *pDecal, float z_bias)RenderOpenGLvirtual
DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices)RenderOpenGLvirtual
DrawImage(Image *, const Rect &rect)RenderOpenGLvirtual
DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, int uPackedID, unsigned int uColor, int a8)RenderOpenGLvirtual
DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID)RenderOpenGLvirtual
DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon)RenderOpenGLprotected
DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias)RenderOpenGLvirtual
DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices)RenderOpenGLvirtual
DrawMasked(float u, float v, class Image *img, unsigned int color_dimming_level, unsigned __int16 mask)RenderOpenGLvirtual
DrawMonsterPortrait(Rect rc, SpriteFrame *Portrait_Sprite, int Y_Offset)RenderOpenGLvirtual
DrawOutdoorSkyD3D()RenderOpenGLvirtual
DrawOutdoorSkyPolygon(struct Polygon *pSkyPolygon)RenderOpenGLprotected
DrawPolygon(struct Polygon *a3)RenderOpenGLvirtual
DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, Texture *texture)RenderOpenGLvirtual
DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, Texture *texture)RenderOpenGLvirtual
DrawSpriteObjects_ODM()RenderBasevirtual
DrawTerrainPolygon(struct Polygon *a4, bool transparent, bool clampAtTextureBorders)RenderOpenGLvirtual
DrawText(int uOutX, int uOutY, uint8_t *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, uint8_t *pFontPalette, uint16_t uFaceColor, uint16_t uShadowColor)RenderOpenGLvirtual
DrawTextAlpha(int x, int y, unsigned char *font_pixels, int a5, unsigned int uFontHeight, uint8_t *pPalette, bool present_time_transparency)RenderOpenGLvirtual
DrawTextureAlphaNew(float u, float v, class Image *)RenderOpenGLvirtual
DrawTextureCustomHeight(float u, float v, class Image *, int height)RenderOpenGLvirtual
DrawTextureGrayShade(float u, float v, class Image *a4)RenderOpenGLvirtual
DrawTextureNew(float u, float v, class Image *)RenderOpenGLvirtual
DrawTextureOffset(int x, int y, int offset_x, int offset_y, Image *)RenderOpenGLvirtual
DrawTransparentGreenShade(float u, float v, class Image *pTexture)RenderOpenGLvirtual
DrawTransparentRedShade(float u, float v, class Image *a4)RenderOpenGLvirtual
EndDecals()RenderOpenGLvirtual
EndLightmaps()RenderOpenGLvirtual
EndLightmaps2()RenderOpenGLvirtual
EndScene()RenderOpenGLvirtual
FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16)RenderOpenGLvirtual
GetActorsInViewport(int pDepth)RenderOpenGLvirtual
GetActorTintColor(int DimLevel, int tint, float WorldViewX, int a5, RenderBillboard *Billboard)RenderOpenGLvirtual
GetRenderHeight() constRenderOpenGLvirtual
GetRenderWidth() constRenderOpenGLvirtual
hd_water_current_frameIRender
hd_water_tile_animIRender
hd_water_tile_idIRender
Initialize(OSWindow *window)RenderOpenGLvirtual
InitializeFullscreen()RenderOpenGLvirtual
IRender()IRenderinline
IsUsingSpecular() constIRenderinline
lightmap_builderIRender
LoadHwlBitmap(const String &name)RenderBasevirtual
LoadHwlSprite(const String &name)RenderBasevirtual
logIRender
MakeParticleBillboardAndPush(SoftwareBillboard *a2, Texture *texture, unsigned int uDiffuse, int angle)RenderBasevirtual
MoveTextureToDevice(Texture *texture)RenderOpenGLvirtual
PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size)RenderOpenGLvirtual
pActiveZBufferIRender
particle_engineIRender
pBeforePresentFunctionIRender
pBillboardRenderListD3DIRender
pD3DBitmapsRenderBaseprotected
pD3DSpritesRenderBaseprotected
pHDWaterBitmapIDsIRender
PostInitialization()RenderBaseprotected
PrepareDecorationsRenderList_ODM()RenderOpenGLvirtual
Present()RenderOpenGLvirtual
PresentBlackScreen()RenderOpenGLvirtual
RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor)RenderOpenGLvirtual
RenderBase::RasterLine2D(int uX, int uY, int uZ, int uW, uint16_t uColor)=0IRenderpure virtual
Release()RenderOpenGLvirtual
RemoveTextureFromDevice(Texture *texture)RenderOpenGLvirtual
render_target_rgbRenderOpenGLprotected
RenderBase()RenderBaseinline
RenderOpenGL()RenderOpenGL
RenderTerrainD3D()RenderOpenGLvirtual
ResetUIClipRect()RenderOpenGLvirtual
RestoreBackBuffer()RenderOpenGLvirtual
RestoreFrontBuffer()RenderOpenGLvirtual
SavePCXScreenshot()RenderOpenGLvirtual
SaveScreenshot(const String &filename, unsigned int width, unsigned int height)RenderOpenGLvirtual
SaveWinnersCertificate(const char *a1)RenderOpenGLvirtual
ScreenFade(unsigned int color, float t)RenderOpenGLvirtual
SetBillboardBlendOptions(RenderBillboardD3D::OpacityType a1)RenderOpenGLprotected
SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW)RenderOpenGLvirtual
SetUsingFog(bool is_using_fog)IRenderinline
SetUsingSpecular(bool is_using_specular)IRenderinline
spell_fx_rendererIRender
SwitchToWindow()RenderOpenGLvirtual
TakeScreenshot(unsigned int width, unsigned int height)RenderOpenGLvirtual
TexturePixelRotateDraw(float u, float v, Image *img, int time)RenderOpenGLvirtual
ToggleColoredLights()IRenderinline
ToggleTint()IRenderinline
TransformBillboard(SoftwareBillboard *a2, RenderBillboard *pBillboard)RenderBaseprotected
TransformBillboardsAndSetPalettesODM()RenderBasevirtual
uFogColorIRender
uNumBillboardsToDrawIRender
Update_Texture(Texture *texture)RenderOpenGLvirtual
visIRender
windowRenderBaseprotected
WritePixel16(int x, int y, uint16_t color)RenderOpenGLvirtual
ZBuffer_Fill_2(signed int a2, signed int a3, Image *pTexture, int a5)RenderOpenGLvirtual
ZDrawTextureAlpha(float u, float v, Image *pTexture, int zVal)RenderOpenGLvirtual
~IRender()IRenderinlinevirtual
~RenderOpenGL()RenderOpenGLvirtual