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Functions1,960 in github.com/JoeyDeVries/LearnOpenGL

↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/7.in_practice/2.text_rendering/text_rendering.cpp:199
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/7.in_practice/1.debugging/debugging.cpp:301
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/5.3.parallax_occlusion_mapping/parallax_occlusion_mapping.cpp:260
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/3.1.1.shadow_mapping_depth/shadow_mapping_depth.cpp:355
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp:384
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.cpp:323
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp:380
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/4.normal_mapping/normal_mapping.cpp:246
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/5.2.steep_parallax_mapping/steep_parallax_mapping.cpp:260
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_soft.cpp:323
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/5.1.parallax_mapping/parallax_mapping.cpp:260
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp:376
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/6.hdr/hdr.cpp:314
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.cpp:180
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/9.ssao/ssao.cpp:439
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp:193
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp:385
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/5.advanced_lighting/7.bloom/bloom.cpp:422
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2020/skeletal_animation/skeletal_animation.cpp:154
↓ 1 callersFunctionprocessInput
src/8.guest/2021/4.dsa/hello_triangle_dsa.cpp:138
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2021/3.tessellation/terrain_gpu_dist/main.cpp:231
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2021/3.tessellation/terrain_cpu_src/main.cpp:226
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2021/2.csm/shadow_mapping.cpp:524
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2021/1.scene/2.frustum_culling/frustum_culling.cpp:187
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2021/1.scene/1.scene_graph/scene_graph.cpp:179
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2022/6.physically_based_bloom/physically_based_bloom.cpp:736
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/4.2.lighting_maps_specular_map/lighting_maps_specular.cpp:256
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/2.2.basic_lighting_specular/basic_lighting_specular.cpp:231
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/3.1.materials/materials.cpp:246
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/4.4.lighting_maps_exercise4/lighting_maps_exercise4.cpp:261
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/4.1.lighting_maps_diffuse_map/lighting_maps_diffuse.cpp:252
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/6.multiple_lights/multiple_lights.cpp:336
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/5.2.light_casters_point/light_casters_point.cpp:282
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/5.3.light_casters_spot/light_casters_spot.cpp:283
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/5.1.light_casters_directional/light_casters_directional.cpp:280
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/5.4.light_casters_spot_soft/light_casters_spot_soft.cpp:283
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/3.2.materials_exercise1/materials_exercise1.cpp:240
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/2.lighting/1.colors/colors.cpp:226
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/8.advanced_glsl_ubo/advanced_glsl_ubo.cpp:234
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/10.3.asteroids_instanced/asteroids_instanced.cpp:213
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/5.1.framebuffers/framebuffers.cpp:308
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/11.2.anti_aliasing_offscreen/anti_aliasing_offscreen.cpp:271
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/1.2.depth_testing_view/depth_testing_view.cpp:236
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.cpp:290
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/3.1.blending_discard/blending_discard.cpp:279
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/9.2.geometry_shader_exploding/geometry_shader_exploding.cpp:131
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/10.2.asteroids/asteroids.cpp:171
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/2.stencil_testing/stencil_testing.cpp:280
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/1.1.depth_testing/depth_testing.cpp:236
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/6.2.cubemaps_environment_mapping/cubemaps_environment_mapping.cpp:285
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/6.1.cubemaps_skybox/cubemaps_skybox.cpp:286
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/11.1.anti_aliasing_msaa/anti_aliasing_msaa.cpp:179
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/5.2.framebuffers_exercise1/framebuffers_exercise1.cpp:340
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/4.advanced_opengl/9.3.geometry_shader_normals/normal_visualization.cpp:138
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/6.pbr/2.1.2.ibl_irradiance/ibl_irradiance.cpp:347
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/6.pbr/2.2.2.ibl_specular_textured/ibl_specular_textured.cpp:549
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp:445
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/6.pbr/1.2.lighting_textured/lighting_textured.cpp:202
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/6.pbr/1.1.lighting/lighting.cpp:191
↓ 1 callersFunctionprocessInput
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/6.pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.cpp:307
↓ 1 callersFunctionprocess_frame_header
includes/stb_image_aug.c:1186
↓ 1 callersFunctionprocess_input
process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly --------------------------------------------
src/8.guest/2020/oit/weighted_blended.cpp:354
↓ 1 callersFunctionprocess_scan_header
after we see SOS
includes/stb_image_aug.c:1161
↓ 1 callersFunctionquery_NPOT_capability
includes/SOIL.c:1873
↓ 1 callersFunctionquery_tex_rectangle_capability
includes/SOIL.c:1896
↓ 1 callersFunctionrenderAreaLight
src/8.guest/2022/7.area_lights/1.area_light/area_lights.cpp:156
↓ 1 callersFunctionrenderAreaLight
src/8.guest/2022/7.area_lights/2.multiple_area_lights/multiple_area_lights.cpp:190
↓ 1 callersFunctionrenderCube
src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp:275
↓ 1 callersFunctionrenderCube
src/5.advanced_lighting/6.hdr/hdr.cpp:210
↓ 1 callersFunctionrenderCube
src/5.advanced_lighting/9.ssao/ssao.cpp:334
↓ 1 callersFunctionrenderCube
src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp:280
↓ 1 callersFunctionrenderCube
src/8.guest/2021/2.csm/shadow_mapping.cpp:350
↓ 1 callersFunctionrenderPlane
src/8.guest/2022/7.area_lights/1.area_light/area_lights.cpp:149
↓ 1 callersFunctionrenderPlane
src/8.guest/2022/7.area_lights/2.multiple_area_lights/multiple_area_lights.cpp:183
↓ 1 callersFunctionrenderQuad
src/5.advanced_lighting/3.1.1.shadow_mapping_depth/shadow_mapping_depth.cpp:326
↓ 1 callersFunctionrenderQuad
src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp:351
↓ 1 callersFunctionrenderQuad
src/5.advanced_lighting/6.hdr/hdr.cpp:285
↓ 1 callersFunctionrenderQuad
src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp:356
↓ 1 callersFunctionrenderQuad
src/8.guest/2021/2.csm/shadow_mapping.cpp:425
↓ 1 callersFunctionrenderQuad
src/8.guest/2022/5.computeshader_helloworld/compute_shader_hello_world.cpp:162
↓ 1 callersFunctionrenderQuad
src/6.pbr/2.2.2.ibl_specular_textured/ibl_specular_textured.cpp:780
↓ 1 callersFunctionrenderQuad
src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp:676
↓ 1 callersFunctionrenderScene
renders the 3D scene --------------------
src/5.advanced_lighting/3.1.1.shadow_mapping_depth/shadow_mapping_depth.cpp:220
↓ 1 callersMethodrespawnParticle
src/7.in_practice/3.2d_game/0.full_source/particle_generator.cpp:112
↓ 1 callersFunctionsave_image_as_DDS
Actual Exposed Functions *********/
includes/image_DXT.c:42
↓ 1 callersFunctionscale_image_RGB_to_NTSC_safe
includes/image_helper.c:154
↓ 1 callersMethodsetLocalRotation
includes/learnopengl/entity.h:56
↓ 1 callersFunctionstbi__bitreverse16
includes/stb_image.h:3786
↓ 1 callersFunctionstbi__bmp_info
includes/stb_image.h:6723
↓ 1 callersFunctionstbi__bmp_load
includes/stb_image.h:5118
↓ 1 callersFunctionstbi__bmp_test
includes/stb_image.h:4974
↓ 1 callersFunctionstbi__bmp_test_raw
includes/stb_image.h:4959
↓ 1 callersFunctionstbi__build_fast_ac
build a table that decodes both magnitude and value of small ACs in one go.
includes/stb_image.h:1825
↓ 1 callersFunctionstbi__compute_huffman_codes
includes/stb_image.h:4004
↓ 1 callersFunctionstbi__compute_transparency
includes/stb_image.h:4568
↓ 1 callersFunctionstbi__compute_transparency16
includes/stb_image.h:4594
↓ 1 callersFunctionstbi__convert_16_to_8
includes/stb_image.h:1076
↓ 1 callersFunctionstbi__convert_8_to_16
includes/stb_image.h:1092
↓ 1 callersFunctionstbi__cpuid3
includes/stb_image.h:693
↓ 1 callersFunctionstbi__create_png_image
includes/stb_image.h:4524
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