CG-Project2
Loading...
Searching...
No Matches
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 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
 CBasicInfoSimple data structure to store mesh information: position, scale, rotation and if it needs to be rendered
 CBasicSceneThis class is used to manage a scene with meshes that will be rendered. It's implemented using Singleton
 CBehaviourComponentThis 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)
 CBootstrapStateThis State allows to load one State in an ImGui window from cached states in the StateManager
 CBoundingBoxData structure to store bounding box information for rendering purpose
 CBufferComponentComponent to store ogl::Buffer data
 CCameraComponentComponent to store data of a ogl::Camera
 CColliderComponentComponent to store mesh collider data to solve collision in a PhysicWorld
 CCollisionPointsData structure to store collision point in the CollisionSolver and in collision detection phase
 CCollisionSolverSolves all collision between entities in the given PhysicWorld
 CColorSimple data structure to store a RGBA color
 CComponentBase class for every entity component
 CCustomLayer
 CEntityManagerThis class manages all the entities and the components instanced
 CFBConfigData structure to create an ogl::FrameBuffer using these parameters
 CGravitySolverSimulate gravity force towards the negative y world axis
 CHideTreeComponentThis Component allow to hide some entity while rendering the ImGuiEntityTree panel
 CImGuiEntityTree
 CImGuiNormalView
 CImportedMeshTexturesComponent to store assimp imported mesh data
 CImportedTextureThis structure stores data from an imported mesh texture
 CInputComponentThis 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
 CInstanceDataData structure for instanced mesh rendering. It stores for each primitive its color and model matrix
 CInstancedComponentThis component is used to query the ECS for all primitives that are rendered using instanced rendering
 CKey
 CLightComponentComponent 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
 CLightConstraintLights attenuation data structure
 CLightShaderBlock
 CLightVectorsLight vectors for light component
 CLinuxProfiler
 CMaterialBasic class to store material information for texturing and light computation
 CMaterialComponentComponent to store the mesh Material data
 CMeshInfoUtility struct to temporally store mesh vectors
 CMultiMeshComponent to store multiple mesh data. This can be used to define an anchor and all the meshes linked will transform using anchor transform data
 CNormalViewStateThis 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
 COutlinedComponent used to query all meshes that needs to be outlined using a simple stencil buffer
 CPair
 CParentComponentThis 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
 CPhysicComponentThis Component stores all the mesh data regarding basic physics like velocity, force, acceleration
 CPhysicWorldThe PhysicWorld is a Layer that simulates physic objects in the scene
 CPositionSolverIt calculates all the entities position from the current velocity
 CProfiler
 CRBConfigData structure to create an ogl::RenderBuffer using these parameters
 CRenderComponentThis Component is used to render a mesh in the ogl::Window. It stores the render call that will be called by systems
 CShaderComponentComponent to store mesh shader data and some mesh information like light computation and the capability to reflect the skybox texture
 CSkyboxComponentComponent to store SkyBox texture data
 CSolverA Solver defines a generic behaviour in a Physic World
 CStateThis 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
 CStateManagerThis class manages the current State running in the application and also provides a simple cache system
 Cstbi_io_callbacks
 CTextureComponentComponent to store mesh ogl::Texture data
 CTextureParamsData structure to create an ogl::Texture using these parameters
 CTimeAnimationThis Component allow to execute an action at every frame for a specified time
 CTransformComponent to store mesh position, rotation, scale data
 CVertexComponentComponent to store vertices coords data