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YAGE
1.0
Yet Another Game Engine
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| ▼CbtIDebugDraw | |
| CDebugDrawer | |
| CCamera | The game camera implemented as a Singleton. Primary use is to generate Model-View-Projection matrices |
| CContextInfo | |
| CDVertexFormat | |
| CFrameBufferInfo | |
| CGameObjectsBuilder | |
| ▼CIGameObject | A Game Object. All objects that are to be rendered will inherit this class |
| ▼CLight | A light is a special class of Game Object that mostly just sends uniform data to the shaders. Lights are fundamental to the shading pipeline! Without a light, nothing will show up in the scene |
| CAmbientLight | An ambient light. Uniformly lights up everything |
| CDirectionalLight | A directional light. Comes from "infinity" and lights up anything in the direction it is coming from |
| CPointLight | A point light |
| CSpotLight | A spot light |
| ▼CModel | |
| CMesh | |
| CParticle_Container | |
| CScene_Container | |
| CInit_GLEW | Helper class to initalize GLEW |
| CInit_GLUT | Helper class to initalize GLUT and setup listener callbacks |
| CLight::LightUniformLocations | Holds the various uniform location ID's of the Light |
| CMaterial | A material. XXX Not yet implemented! |
| CModels_Manager | Manager for all models in a scene |
| CPhysics_Manager | |
| CScene_Manager | |
| CShader_Factory | |
| CShadow_Manager | Manager for shadows implemented as a Singleton |
| CTexture | A texture. This struct is currently not used! |
| CTransform | Transform composed of Scale, Rotation (as a quaternion), and Translation. Transformation is applied in the order: Scale -> Rotate -> Translate |
| CVboIndexer | |
| CVertexFormat | The vertex buffer format that is sent directly to the shader |
| CWindowInfo | Information about the game window |