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NDEVR
API Documentation
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Rendering engines, graphics pipelines, and viewport management. More...
Classes | |
| class | CheckoutLock |
| Used by Viewports to signal they are rendering and we should not be performing an Update. More... | |
| class | DeviceLostException |
| A specific type of Exception that occurs when a GraphicsDevice is lost. More... | |
| class | GLESCameraManager |
| Manages viewports in the OpenGL engine, responsible for matrix transformations within shaders. More... | |
| class | GLESCameraViewFactory |
| Allows the software to generate OpenGL windows when requested that are rendered with OpenGL. More... | |
| class | GLESGraphicsDevice |
| Buffer for storing data in the OpenGL engine, usually for rendering. More... | |
| class | GLESGraphicsPipeline |
| Creates and manages the resources necessary for rendering a single Viewport within the OpenGL pipeline. More... | |
| class | GLESGraphicsSession |
| Creates and manages the resources necessary for converting a DesignObjectLookup into 3D rendered data in the OpenGL engine. More... | |
| class | GLESGraphicsWindow |
| The core Window used to render a viewport with OpenGL. More... | |
| class | GLESImageData |
| A pointer to an Image and functions relating to that image within the GLES logic space. More... | |
| class | GLESImageManager |
| Manages all images within the Vulkan space. More... | |
| class | GLESMaterialManager |
| Structure responsible for handling the OpenGL data surrounding a particular Material object. More... | |
| class | GLESRenderObject |
| A root render Object for OpenGL, which consists of a set Material, Model, and Geometry that is used together to optimally create a 3D render. More... | |
| class | GLESShader |
| A Shader for rendering default OpenGL logic to the graphics card. More... | |
| struct | GLESShader::Definition |
| Defines the set of features a shader must support, used to select or compile the correct variant. More... | |
| class | GLESShaderManager |
| Manages all shaders used with OpenGL and the NDEVR API. More... | |
| class | GLESVertexManager |
| Manages vertex buffers for the OpenGL engine. More... | |
| class | GraphicsBuffer |
| A Special abstract TableColumn responsible for interfacing a Buffer of data with the video card. More... | |
| class | GraphicsBufferException |
| An exception thrown when a specific GraphicsBuffer encounters an error. More... | |
| class | GraphicsCameraManager |
| A structure for managing Viewport interactions with an NDEVR Rendering Engine. More... | |
| class | GraphicsDevice |
| A physical or virtual device used with the NDEVR Rendering Engine. More... | |
| class | GraphicsException |
| A common exeption thrown when an issue occurs within the NDEVR Graphics Engine. More... | |
| class | GraphicsManager |
| A common interface responsible for managing specific actions with a Gaphics engine, such as Vulkan or OpenGL. More... | |
| class | GraphicsPipeline |
| A GraphicsPipeline is a set of resources that are chained together to correctly render something. More... | |
| class | GraphicsSession |
| A GraphicsPipeline that is responsible for setting up and rendering the resources of a DesignObjectLookup. More... | |
| struct | GraphicsSession::GeometryUpdateObject |
| Tracks a geometry and its last modification time for incremental updates. More... | |
| class | GraphicsUpdateArguments |
| Options that are used for performing an update on a Graphics Engine call. More... | |
| class | GraphicsUpdater |
| Responsible for updating resources or layouts of data in-between calls to render. More... | |
| class | NDEVRGraphicsManagerFactory |
| Stores a default rendering engine to be used with the application, with logic for finding a enabled Graphics Engine and using it to create a GraphicsManager. More... | |
| class | OpenGLBuffer |
| Buffer for storing data in the OpenGL engine, usually for rendering. More... | |
| class | PhysicalCameraView |
| A Viewport that represents a physical camera stream, or real world camera view. More... | |
| struct | PhysicalCameraView::OutputCodec |
| Describes a video output codec with an identifier and display name. More... | |
| struct | PhysicalCameraView::OutputMux |
| Describes a video output muxer/container format with an identifier and display name. More... | |
| struct | PhysicalCameraView::ToolButtonSettings |
| Configuration flags controlling which tool buttons are visible in the camera toolbar. More... | |
| class | QTGraphicsWidget |
| A Widget wrapper around a QTGraphicsWindow that allows it to be used inside the UI framework. More... | |
| class | QTGraphicsWindow |
| A Window used to render 3D graphics. More... | |
| class | QtVulkanSession |
| A VulkanSession within the Qt space. More... | |
| class | Renderer |
| An object that renders a specific Camera object, typically run on a different thread than the main UI thread. More... | |
| class | VirtualCameraView |
| A Viewport for rendering 3D objects in the scene with the NDEVR Graphics Engine. More... | |
| class | VulkanBuffer |
| A GPU buffer managed through the Vulkan API, used for vertex, index, and uniform data. More... | |
| class | VulkanCameraManager |
| A structure for managing Viewport interactions with in the Vulkan Graphics Space. More... | |
| class | VulkanCameraViewFactory |
| A QTGraphicsWindow for rendering using Vulkan. More... | |
| class | VulkanDevice |
| A GraphicsDevice for managing Vulkan limitations and actions. More... | |
| class | VulkanImageData |
| A pointer to an Image and functions relating to that image within the Vulkan logic space. More... | |
| class | VulkanImageManager |
| Manages all images within the Vulkan space. More... | |
| class | VulkanImageView |
| Manages a view within the Vulkan logic space. More... | |
| class | VulkanInstance |
| The connection between the NDEVR API and the Vulkan library. More... | |
| class | VulkanMaterialManager |
| Logic for creating the data in Vulkan for a specific Material. More... | |
| class | VulkanQueue |
| A wrapper around a VulkanQueueCore that allows for thread-safe access to a specific queue. More... | |
| class | VulkanQueueCore |
| A queue of commands or actions to be executed in order by the Vulkan engine. More... | |
| class | VulkanRenderDefinition |
| Creates specific information for performing a render pass within Vulkan. More... | |
| class | VulkanRenderObject |
| A root render Object for Vulkan, which consists of a set Material, Model, and Geometry that is used together to optimally create a 3D render. More... | |
| struct | VulkanRenderObject::GeoProperties |
| Cached properties of a Geometry instance within this render object. More... | |
| struct | VulkanRenderObject::ModelProperties |
| Cached properties of a parent Model for a rendered geometry instance. More... | |
| class | VulkanRenderPipeline |
| A GraphicsPipeline that renders a single Viewport for Vulkan. More... | |
| struct | VulkanRenderPipeline::PipelineSemaphore |
| A semaphore paired with an active flag for pipeline synchronization. More... | |
| struct | VulkanRenderPipeline::PipelineSemaphores |
| Paired acquire and finish semaphores for a single frame in the render pipeline. More... | |
| struct | VulkanRenderPipeline::SwapChainSupportDetails |
| Details about swap chain support on a physical device. More... | |
| class | VulkanSession |
| Creates and manages the resources necessary for converting a DesignObjectLookup into 3D rendered data in the Vulkan engine. More... | |
| class | VulkanShader |
| A shader program used to render data in Vulkan. More... | |
| class | VulkanShaderManager |
| Manages all active shaders in a VulkanSession. More... | |
| class | VulkanStagingRing |
| A ring buffer for staging GPU uploads. More... | |
| class | VulkanVertexManager |
| Manages all vertices in a specific Scene object for interfacing with Vulkan. More... | |
Rendering engines, graphics pipelines, and viewport management.
Vulkan, OpenGL ES, and software rendering backends including graphics devices, shader management, material rendering, camera views, and GPU buffer management.