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!_TAG_FILE_FORMAT 2 /extended format; --format=1 will not append ;" to lines/
!_TAG_FILE_SORTED 1 /0=unsorted, 1=sorted, 2=foldcase/
!_TAG_PROGRAM_AUTHOR Darren Hiebert /[email protected]/
!_TAG_PROGRAM_NAME Exuberant Ctags //
!_TAG_PROGRAM_URL http://ctags.sourceforge.net /official site/
!_TAG_PROGRAM_VERSION 5.8 //
ColorBuffer Objects.cpp /^ GLuint ColorBuffer;$/;" m struct:VAO file:
ColorBuffer Objects.h /^ GLuint ColorBuffer;$/;" m struct:VAO
ColorBuffer Sample_GL3_2D.cpp /^ GLuint ColorBuffer;$/;" m struct:VAO file:
Cub Objects.h /^typedef struct Cub{$/;" s
Cube Main.cpp /^Cubes Cube[1000];$/;" v
Cube Objects.cpp /^Cubes Cube[MAX_CUBES];$/;" v
Cubes Objects.cpp /^}Cubes;$/;" t typeref:struct:cub file:
Cubes Objects.h /^}Cubes;$/;" t typeref:struct:Cub
FillMode Objects.cpp /^ GLenum FillMode; \/\/ GL_FILL, GL_LINE$/;" m struct:VAO file:
FillMode Objects.h /^ GLenum FillMode; \/\/ GL_FILL, GL_LINE$/;" m struct:VAO
FillMode Sample_GL3_2D.cpp /^ GLenum FillMode; \/\/ GL_FILL, GL_LINE$/;" m struct:VAO file:
GLM_FORCE_RADIANS Controls.cpp 6;" d file:
GLM_FORCE_RADIANS Main.cpp 7;" d file:
GLM_FORCE_RADIANS Objects.cpp 5;" d file:
GLM_FORCE_RADIANS Sample_GL3_2D.cpp 6;" d file:
GLM_FORCE_RADIANS Untouchable.cpp 6;" d file:
GLMatrices Objects.cpp /^struct GLMatrices {$/;" s file:
GLMatrices Objects.h /^struct GLMatrices {$/;" s
GLMatrices Sample_GL3_2D.cpp /^struct GLMatrices {$/;" s file:
LoadShaders Sample_GL3_2D.cpp /^GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path) {$/;" f
LoadShaders Untouchable.cpp /^GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path) {$/;" f
MAP Main.cpp /^int MAP[MAX_MAP];$/;" v
MAP_CUBE_SIZE Main.cpp 19;" d file:
MAX_CUBES Objects.cpp 16;" d file:
MAX_MAP Main.cpp 18;" d file:
Matrices Objects.cpp /^struct GLMatrices Matrices;$/;" v typeref:struct:GLMatrices
Matrices Sample_GL3_2D.cpp /^} Matrices;$/;" v typeref:struct:GLMatrices
MatrixID Objects.cpp /^ GLuint MatrixID; \/\/ For use with normal shader$/;" m struct:GLMatrices file:
MatrixID Objects.h /^ GLuint MatrixID; \/\/ For use with normal shader$/;" m struct:GLMatrices
MatrixID Sample_GL3_2D.cpp /^ GLuint MatrixID; \/\/ For use with normal shader$/;" m struct:GLMatrices file:
No_cubes Main.cpp /^int No_cubes;$/;" v
NumVertices Objects.cpp /^ int NumVertices;$/;" m struct:VAO file:
NumVertices Objects.h /^ int NumVertices;$/;" m struct:VAO
NumVertices Sample_GL3_2D.cpp /^ int NumVertices;$/;" m struct:VAO file:
PrimitiveMode Objects.cpp /^ GLenum PrimitiveMode; \/\/ GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY and GL_TRIANGLES_ADJACENCY$/;" m struct:VAO file:
PrimitiveMode Objects.h /^ GLenum PrimitiveMode; \/\/ GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY and GL_TRIANGLES_ADJACENCY$/;" m struct:VAO
PrimitiveMode Sample_GL3_2D.cpp /^ GLenum PrimitiveMode; \/\/ GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY and GL_TRIANGLES_ADJACENCY$/;" m struct:VAO file:
TexMatrixID Objects.cpp /^ GLuint TexMatrixID; \/\/ For use with texture shader$/;" m struct:GLMatrices file:
TexMatrixID Objects.h /^ GLuint TexMatrixID; \/\/ For use with texture shader$/;" m struct:GLMatrices
TexMatrixID Sample_GL3_2D.cpp /^ GLuint TexMatrixID; \/\/ For use with texture shader$/;" m struct:GLMatrices file:
TextureBuffer Objects.cpp /^ GLuint TextureBuffer;$/;" m struct:VAO file:
TextureBuffer Objects.h /^ GLuint TextureBuffer;$/;" m struct:VAO
TextureBuffer Sample_GL3_2D.cpp /^ GLuint TextureBuffer;$/;" m struct:VAO file:
TextureID Objects.cpp /^ GLuint TextureID;$/;" m struct:VAO file:
TextureID Objects.h /^ GLuint TextureID;$/;" m struct:VAO
TextureID Sample_GL3_2D.cpp /^ GLuint TextureID;$/;" m struct:VAO file:
VAO Objects.cpp /^struct VAO {$/;" s file:
VAO Objects.cpp /^typedef struct VAO VAO;$/;" t typeref:struct:VAO file:
VAO Objects.h /^struct VAO {$/;" s
VAO Objects.h /^typedef struct VAO VAO;$/;" t typeref:struct:VAO
VAO Sample_GL3_2D.cpp /^struct VAO {$/;" s file:
VAO Sample_GL3_2D.cpp /^typedef struct VAO VAO;$/;" t typeref:struct:VAO file:
VertexArrayID Objects.cpp /^ GLuint VertexArrayID;$/;" m struct:VAO file:
VertexArrayID Objects.h /^ GLuint VertexArrayID;$/;" m struct:VAO
VertexArrayID Sample_GL3_2D.cpp /^ GLuint VertexArrayID;$/;" m struct:VAO file:
VertexBuffer Objects.cpp /^ GLuint VertexBuffer;$/;" m struct:VAO file:
VertexBuffer Objects.h /^ GLuint VertexBuffer;$/;" m struct:VAO
VertexBuffer Sample_GL3_2D.cpp /^ GLuint VertexBuffer;$/;" m struct:VAO file:
X Objects.cpp /^VAO *triangle, *rectangle, *X, *Y, *Z;$/;" v
Y Objects.cpp /^VAO *triangle, *rectangle, *X, *Y, *Z;$/;" v
Z Objects.cpp /^VAO *triangle, *rectangle, *X, *Y, *Z;$/;" v
camera_rotation_angle Main.cpp /^float camera_rotation_angle = 90;$/;" v
camera_rotation_angle Sample_GL3_2D.cpp /^float camera_rotation_angle = 90;$/;" v
create3DObject Sample_GL3_2D.cpp /^struct VAO* create3DObject (GLenum primitive_mode, int numVertices, const GLfloat* vertex_buffer_data, const GLfloat red, const GLfloat green, const GLfloat blue, GLenum fill_mode=GL_FILL)$/;" f
create3DObject Sample_GL3_2D.cpp /^struct VAO* create3DObject (GLenum primitive_mode, int numVertices, const GLfloat* vertex_buffer_data, const GLfloat* color_buffer_data, GLenum fill_mode=GL_FILL)$/;" f
create3DObject Untouchable.cpp /^struct VAO* create3DObject (GLenum primitive_mode, int numVertices, const GLfloat* vertex_buffer_data, const GLfloat* color_buffer_data, GLenum fill_mode=GL_FILL)$/;" f
create3DTexturedObject Sample_GL3_2D.cpp /^struct VAO* create3DTexturedObject (GLenum primitive_mode, int numVertices, const GLfloat* vertex_buffer_data, const GLfloat* texture_buffer_data, GLuint textureID, GLenum fill_mode=GL_FILL)$/;" f
create3DTexturedObject Untouchable.cpp /^struct VAO* create3DTexturedObject (GLenum primitive_mode, int numVertices, const GLfloat* vertex_buffer_data, const GLfloat* texture_buffer_data, GLuint textureID, GLenum fill_mode=GL_FILL)$/;" f
createCube Objects.cpp /^void createCube(float x)$/;" f
createCubes Objects.cpp /^void createCubes(int Cube_no, float x, float y, float z, float length, float width, float height, GLuint textureID)$/;" f
createRectangle Objects.cpp /^void createRectangle (GLuint textureID)$/;" f
createRectangle Sample_GL3_2D.cpp /^void createRectangle (GLuint textureID)$/;" f
createTexture Sample_GL3_2D.cpp /^GLuint createTexture (const char* filename)$/;" f
createTexture Untouchable.cpp /^GLuint createTexture (const char* filename)$/;" f
createTriangle Objects.cpp /^void createTriangle ()$/;" f
createTriangle Sample_GL3_2D.cpp /^void createTriangle ()$/;" f
createX Objects.cpp /^void createX()$/;" f
createY Objects.cpp /^void createY()$/;" f
createZ Objects.cpp /^void createZ()$/;" f
cub Objects.cpp /^typedef struct cub{$/;" s file:
cube Objects.cpp /^ VAO *cube;$/;" m struct:cub file:
cube Objects.h /^ VAO* cube;$/;" m struct:Cub
draw Main.cpp /^void draw ()$/;" f
draw Sample_GL3_2D.cpp /^void draw ()$/;" f
draw3DObject Sample_GL3_2D.cpp /^void draw3DObject (struct VAO* vao)$/;" f
draw3DObject Untouchable.cpp /^void draw3DObject (struct VAO* vao)$/;" f
draw3DTexturedObject Sample_GL3_2D.cpp /^void draw3DTexturedObject (struct VAO* vao)$/;" f
draw3DTexturedObject Untouchable.cpp /^void draw3DTexturedObject (struct VAO* vao)$/;" f
error_callback Main.cpp /^static void error_callback(int error, const char* description)$/;" f file:
error_callback Sample_GL3_2D.cpp /^static void error_callback(int error, const char* description)$/;" f file:
height Objects.cpp /^ float height;$/;" m struct:cub file:
height Objects.h /^ float height;$/;" m struct:Cub
initGL Main.cpp /^void initGL (GLFWwindow* window, int width, int height)$/;" f
initGL Sample_GL3_2D.cpp /^void initGL (GLFWwindow* window, int width, int height)$/;" f
initGLFW Main.cpp /^GLFWwindow* initGLFW (int width, int height)$/;" f
initGLFW Sample_GL3_2D.cpp /^GLFWwindow* initGLFW (int width, int height)$/;" f
keyboard Controls.cpp /^void keyboard (GLFWwindow* window, int key, int scancode, int action, int mods)$/;" f
keyboard Sample_GL3_2D.cpp /^void keyboard (GLFWwindow* window, int key, int scancode, int action, int mods)$/;" f
keyboardChar Controls.cpp /^void keyboardChar (GLFWwindow* window, unsigned int key)$/;" f
keyboardChar Sample_GL3_2D.cpp /^void keyboardChar (GLFWwindow* window, unsigned int key)$/;" f
length Objects.cpp /^ float length;$/;" m struct:cub file:
length Objects.h /^ float length;$/;" m struct:Cub
main Main.cpp /^int main (int argc, char** argv)$/;" f
main Sample_GL3_2D.cpp /^int main (int argc, char** argv)$/;" f
model Objects.cpp /^ glm::mat4 model;$/;" m struct:GLMatrices file:
model Objects.h /^ glm::mat4 model;$/;" m struct:GLMatrices
model Sample_GL3_2D.cpp /^ glm::mat4 model;$/;" m struct:GLMatrices file:
mouseButton Controls.cpp /^void mouseButton (GLFWwindow* window, int button, int action, int mods)$/;" f
mouseButton Sample_GL3_2D.cpp /^void mouseButton (GLFWwindow* window, int button, int action, int mods)$/;" f
programID Sample_GL3_2D.cpp /^GLuint programID, textureProgramID;$/;" v
projection Objects.cpp /^ glm::mat4 projection;$/;" m struct:GLMatrices file:
projection Objects.h /^ glm::mat4 projection;$/;" m struct:GLMatrices
projection Sample_GL3_2D.cpp /^ glm::mat4 projection;$/;" m struct:GLMatrices file:
quit Sample_GL3_2D.cpp /^void quit(GLFWwindow *window)$/;" f
quit Untouchable.cpp /^void quit(GLFWwindow *window)$/;" f
rectangle Objects.cpp /^VAO *triangle, *rectangle, *X, *Y, *Z;$/;" v
rectangle Sample_GL3_2D.cpp /^VAO *triangle, *rectangle;$/;" v
rectangle_rot_dir Main.cpp /^float rectangle_rot_dir = -1;$/;" v
rectangle_rot_dir Sample_GL3_2D.cpp /^float rectangle_rot_dir = -1;$/;" v
rectangle_rot_status Main.cpp /^bool rectangle_rot_status = true;$/;" v
rectangle_rot_status Sample_GL3_2D.cpp /^bool rectangle_rot_status = true;$/;" v
rectangle_rotation Main.cpp /^float rectangle_rotation = 0;$/;" v
rectangle_rotation Sample_GL3_2D.cpp /^float rectangle_rotation = 0;$/;" v
reshapeWindow Main.cpp /^void reshapeWindow (GLFWwindow* window, int width, int height)$/;" f
reshapeWindow Sample_GL3_2D.cpp /^void reshapeWindow (GLFWwindow* window, int width, int height)$/;" f
textureID Objects.cpp /^ GLuint textureID;$/;" m struct:cub file:
textureID Objects.h /^ GLuint textureID;$/;" m struct:Cub
textureProgramID Sample_GL3_2D.cpp /^GLuint programID, textureProgramID;$/;" v
triangle Objects.cpp /^VAO *triangle, *rectangle, *X, *Y, *Z;$/;" v
triangle Sample_GL3_2D.cpp /^VAO *triangle, *rectangle;$/;" v
triangle_rot_dir Main.cpp /^float triangle_rot_dir = 1;$/;" v
triangle_rot_dir Sample_GL3_2D.cpp /^float triangle_rot_dir = 1;$/;" v
triangle_rot_status Main.cpp /^bool triangle_rot_status = true;$/;" v
triangle_rot_status Sample_GL3_2D.cpp /^bool triangle_rot_status = true;$/;" v
triangle_rotation Main.cpp /^float triangle_rotation = 0;$/;" v
triangle_rotation Sample_GL3_2D.cpp /^float triangle_rotation = 0;$/;" v
view Objects.cpp /^ glm::mat4 view;$/;" m struct:GLMatrices file:
view Objects.h /^ glm::mat4 view;$/;" m struct:GLMatrices
view Sample_GL3_2D.cpp /^ glm::mat4 view;$/;" m struct:GLMatrices file:
width Objects.cpp /^ float width;$/;" m struct:cub file:
width Objects.h /^ float width;$/;" m struct:Cub
x Objects.cpp /^ float x;$/;" m struct:cub file:
x Objects.h /^ float x;$/;" m struct:Cub
y Objects.cpp /^ float y;$/;" m struct:cub file:
y Objects.h /^ float y;$/;" m struct:Cub
z Objects.cpp /^ float z;$/;" m struct:cub file:
z Objects.h /^ float z;$/;" m struct:Cub