Nogl | |
CBuffer | |
CCamera | |
CCameraInfo | |
CCameraRotation | |
CCameraVectors | |
CElementBuffer | |
CEvent | |
CEventManager | |
CFrameBuffer | |
CImGuiManager | |
CImGuiPanel | |
CInputManager | |
CLayer | |
CPrimitive | |
CRenderBuffer | |
CRenderer | |
CRendererStats | |
CResource | |
CResourceManager | |
CShader | |
CShaderProgram | |
CText | |
CTextHelper | |
CTextManager | |
CTextSettings | |
CTexture | |
CUniformBuffer | |
CVertexArray | |
CVertexBuffer | |
CWindow | |
CWindowCallbacks | |
CWindowSettings | |
CBasicInfo | Simple data structure to store mesh information: position, scale, rotation and if it needs to be rendered |
CBasicScene | This class is used to manage a scene with meshes that will be rendered. It's implemented using Singleton |
CBehaviourComponent | This Component is very similar to TimeAnimation, the only difference is that this "animation" has not an end but it defines a behaviour of a mesh (like an AI) |
CBootstrapState | This State allows to load one State in an ImGui window from cached states in the StateManager |
CBoundingBox | Data structure to store bounding box information for rendering purpose |
CBufferComponent | Component to store ogl::Buffer data |
CCameraComponent | Component to store data of a ogl::Camera |
CColliderComponent | Component to store mesh collider data to solve collision in a PhysicWorld |
CCollisionPoints | Data structure to store collision point in the CollisionSolver and in collision detection phase |
CCollisionSolver | Solves all collision between entities in the given PhysicWorld |
CColor | Simple data structure to store a RGBA color |
CComponent | Base class for every entity component |
CCustomLayer | |
CEntityManager | This class manages all the entities and the components instanced |
CFBConfig | Data structure to create an ogl::FrameBuffer using these parameters |
CGravitySolver | Simulate gravity force towards the negative y world axis |
CHideTreeComponent | This Component allow to hide some entity while rendering the ImGuiEntityTree panel |
CImGuiEntityTree | |
CImGuiNormalView | |
CImportedMeshTextures | Component to store assimp imported mesh data |
CImportedTexture | This structure stores data from an imported mesh texture |
CInputComponent | This Component stores one callback for each input key pressed. When a key is pressed if there are callback linked to that key, the callback will be executed |
CInstanceData | Data structure for instanced mesh rendering. It stores for each primitive its color and model matrix |
CInstancedComponent | This component is used to query the ECS for all primitives that are rendered using instanced rendering |
CKey | |
CLightComponent | Component to store light data. A light is an emitting mesh, rendered or not, that for each ogl::ShaderProgram used in the scene, its data will be sent to the shader |
CLightConstraint | Lights attenuation data structure |
CLightShaderBlock | |
CLightVectors | Light vectors for light component |
CLinuxProfiler | |
CMaterial | Basic class to store material information for texturing and light computation |
CMaterialComponent | Component to store the mesh Material data |
CMeshInfo | Utility struct to temporally store mesh vectors |
CMultiMesh | Component to store multiple mesh data. This can be used to define an anchor and all the meshes linked will transform using anchor transform data |
CNormalViewState | This State render an interactive scene with rendered meshes and lights. The user can modify their internal data, stored in components, thanks to ImGui panels and if the mesh has normals thei can be viewed in a panel using framebuffer for rendering |
COutlined | Component used to query all meshes that needs to be outlined using a simple stencil buffer |
CPair | |
CParentComponent | This Component is used like MultiMesh, but it create a sort of tree structure where each mesh has children. Each child mesh can also have children etc |
CPhysicComponent | This Component stores all the mesh data regarding basic physics like velocity, force, acceleration |
CPhysicWorld | The PhysicWorld is a Layer that simulates physic objects in the scene |
CPositionSolver | It calculates all the entities position from the current velocity |
CProfiler | |
CRBConfig | Data structure to create an ogl::RenderBuffer using these parameters |
CRenderComponent | This Component is used to render a mesh in the ogl::Window. It stores the render call that will be called by systems |
CShaderComponent | Component to store mesh shader data and some mesh information like light computation and the capability to reflect the skybox texture |
CSkyboxComponent | Component to store SkyBox texture data |
CSolver | A Solver defines a generic behaviour in a Physic World |
CState | This class allow to create a state to be attached to the StateManager. A State works like a scene: defines all the meshes that will be rendered or not, defines custom behaviour while updating mesh data or while rendering meshes |
CStateManager | This class manages the current State running in the application and also provides a simple cache system |
Cstbi_io_callbacks | |
CTextureComponent | Component to store mesh ogl::Texture data |
CTextureParams | Data structure to create an ogl::Texture using these parameters |
CTimeAnimation | This Component allow to execute an action at every frame for a specified time |
CTransform | Component to store mesh position, rotation, scale data |
CVertexComponent | Component to store vertices coords data |