matf-rg-engine  1.0.0
Base for project for the Computer Graphics course at Faculty of Mathematics, University of Belgrade
Namespace List
Here is a list of all namespaces with brief descriptions:
[detail level 1234]
 Nengine
 Ncore
 CAppDefines the base App class that serves as the application core structure and the entry point
 CControllerControllers are a hook into the App main loop execution. By overriding virtual functions of this class the user can execute custom code during each of the main loop phases
 CEngineControllersBeginThis controller does nothing and together with EngineControllersEnd it servers as a sentinel controller for marking the engine controllers
 CEngineControllersEndThis controller does nothing and together with EngineControllersEnd it servers as a sentinel controller for marking the engine controllers
 Ngraphics
 CCameraCamera processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
 CPerspectiveMatrixParamsParameters used to define a perspective projection matrix
 COrthographicMatrixParamsParameters used to define an orthographic projection matrix
 CGraphicsControllerImplements basic drawing methods that the core::App implementation uses
 CGraphicsPlatformEventObserverObservers change in window size in order to update the projection matrix
 COpenGLThis class serves as the OpenGL interface for your app, since the engine doesn't directly link OpenGL to the app executable
 Nplatform
 CKeyRepresents the state of the key in a given frame
 CMousePositionRepresents mouse position in a given frame relative to the top left corner of the screen
 CFrameTimeStores elapsed time for frames in seconds
 CPlatformControllerRegisters Platform events such as mouse movement, key press, window events..
 CPlatformEventObserverPlatform events callback object. Extend this class and override the methods you want to be called by the engine::platform::PlatformController, then register an instance with engine::platform::PlatformController::register_platform_event_observer
 CWindowHolds window properties
 Nresources
 CVertexRepresents a vertex in the mesh
 CMeshRepresents a mesh in the model in the OpenGL context
 CModelRepresents a model object within the OpenGL context as an array of Mesh objects
 CResourcesControllerManages app resources: Model, Texture, Shader, and Skybox
 CShaderRepresents a linked shader program object within the OpenGL context
 CShaderParsingResultContains the parsed vertex, fragment, and geometry shaders, since the ShaderCompiler expects a single .glsl source file
 CShaderCompilerCompiles GLSL shaders from a single source file. Vertex, Fragment and Geometry shaders are separated by the // #shader vertex|fragment|geometry directive. All the code following the directive belongs to the source of the shader specified in the #shader directive. Here is an example:
 CSkyboxRepresents a skybox object within the OpenGL context
 CTextureRepresents a texture object within the OpenGL context
 CAssimpSceneProcessorProcesses the meshes in an Assimp scene
 Ntest
 Napp
 CGUIController
 CMainPlatformEventObserver
 CMainController
 CTestApp
 Nutil
 NalgContains algorithm
 Nds
 CArgParserParses command line arguments
 CConfigurationLoads and stores the configuration file
 CErrorBase class for all errors
 CEngineErrorRepresents an error that occurred in the engine
 CUserErrorRepresents an error that occurred in the user's code