86 const glm::vec3 &camPos,
int vpX = 0,
int vpY = 0);
93 const glm::mat4 &vp,
const glm::vec3 &camPos,
94 int vpX = 0,
int vpY = 0);
99 const glm::mat4 &vp,
int vpX = 0,
int vpY = 0);
Definition bgi_camera.h:28
void glPassInit(int w, int h)
Initialise GL objects (shaders, VAO/VBO, page texture).
void glPassResize(int w, int h)
Resize the page texture to match a new canvas size.
void renderWorldLinesGLPass(const PendingGlRender &pending, int w, int h, const glm::mat4 &vp, int vpX=0, int vpY=0)
Pass 3 — Draw world-space line segments with depth test (hidden behind solids).
void glPassDestroy()
Release all GL objects (call before context is destroyed).
void renderPageLegacyPoints(int w, int h, int vpW=-1, int vpH=-1)
Legacy per-pixel GL_POINTS path (kept for backward compat / diagnostics).
void renderPageAsTextureAlpha(int w, int h, int vpW=-1, int vpH=-1)
Overlay pass — Upload the visual page buffer as an RGBA texture and composite it ON TOP of the curren...
void renderWireframeGLPass(const PendingGlRender &pending, int w, int h, const glm::mat4 &vp, const glm::vec3 &camPos, int vpX=0, int vpY=0)
Pass 2b — Two-pass hidden-line wireframe with proper depth-buffer HSR.
void glPassResetState()
Reset GL object handles to zero WITHOUT calling GL delete functions.
void renderSolidsGLPass(const PendingGlRender &pending, int w, int h, const LightState &light, const glm::mat4 &vp, const glm::vec3 &camPos, int vpX=0, int vpY=0)
Pass 2a — Draw Phong-lit solid triangles (flat and/or smooth shading) with depth test.
void renderPageAsTexture(int w, int h, int vpW=-1, int vpH=-1)
Pass 1 — Upload the visual page buffer as an RGBA texture and draw a fullscreen quad.
Lighting parameters used by the GL Phong shading passes.
Definition bgi_types.h:488
Geometry accumulated for a single wxbgi_render_dds() call.
Definition bgi_types.h:526