Classes
The classes, structs, union and interfaces used by this project are:
| C Application | Class providing the entry point for a helios application |
| C GLFWApplication | An Application implementation for glfw-based environments |
| C Controller | Abstract base class for application controllers |
| C WindowRenderingController | Abstract base controller for handling window related events |
| C BasicWindowRenderingController | Basic implementation of a WindowRenderingController |
| C Dispatcher | A generic event Dispatcher for type-safe event handling |
| C Event | Base class for events in the helios framework |
| C WindowEvent | Abstract base class for Window related events |
| C FrameBufferResizeEvent | Event representing a change in the framebuffer's size |
| C EventManager | An abstract EventManager managing the buffering and dispatching of events, acting as a central hub for event management |
| C BasicEventManager | Basic implementation of the EventManager |
| C EventQueue | Abstract base class defining an interface for an EventQueue |
| C DequeEventQueue | Concrete implementation of an EventQueue that uses a Deque as its underlying queue strategy. Adding and removing events follows a FIFO strategy |
| C FrustumCullingStrategy | Abstract base class for implementing frustum culling strategies |
| C CullNoneStrategy | A default FrustumCullingStrategy that simply returns all SceneNodes found, e.g. no culling is applied |
| C GamepadState | A lightweight class for transferring the state of a Gamepad |
| C GLFWFactory | A factory class for creating pre-configured glfw-specific application components |
| C GLFWRAIIGuard | A RAII Guard for GLFW |
| S GLFWWindowUserPointer | A structure to hold user defined data associated with a GLFWwindow |
| C Guid | Representative of a Globally Unique Identifier |
| C InputAdapter | Abstract interface for platform-specific input adapters |
| C GLFWInputAdapter | InputAdapter implementation for a GLFWWindow |
| C InputManager | InputManager providing access to various input states |
| C Logger | Simple Logger implementation |
| C LogManager | LogManager for managing various scoped Loggers |
| S mat4<T> | Represents a 4x4 matrix, stored in column-major order |
| C Material | Represents a parameterizable material |
| C MaterialProperties | Represents a Value Object for an immutable set of material properties |
| S MaterialPropertiesOverride | Configuration container for overriding specific material properties |
| C Mesh | Representative of a renderable 3D mesh |
| C OpenGLMesh | Representative of an OpenGLMesh. This class manages the OpenGL Vertex Array Object (VAO), the Vertex Buffer Object (VBO) and Element Buffer Object (EBO) handles. The raw mesh data is uploaded to the GPU, preparing it for subsequent rendering commands / draw calls |
| S MeshConfig | Configuration for how a Mesh's data should be interpreted and rendered |
| C OpenGLUniformLocationMap | Manages the mapping between OpenGL uniform semantics and their locations in an underlying OpenGL shader |
| C Renderable | Representative of a configurable Renderable that references an immutable RenderPrototype and instance specific material property overrides |
| C RenderCommand | DTO for storing rendering-specific command information to be passed to the RenderQueue |
| C RenderingDevice | Abstract interface for a low-level rendering device |
| C OpenGLDevice | OpenGL RenderingDevice representative |
| C RenderPass | Represents a single RenderPass under a set of specific uniform values |
| C RenderPassFactory | A factory class for constructing `RenderPass` objects and populating their `RenderQueue`s based on a `helios::scene::Snapshot` |
| C RenderPrototype | An immutable, shared prototype of a renderable object |
| C RenderQueue | Manages a collection of `RenderCommand` objects for a single rendering pass |
| C Scene | Represents a hierarchical SceneGraph that organizes all renderable and non-renderable objects within a scene |
| S SceneGraphKey | SceneGraphKey as passkey idiom for accessing `setWorldTransform()`. All friend classes are able to construct the SceneGraphKey for accessing pass key guarded methods like `setWorldTransform` |
| C SceneNode | Represents a SceneNode within a SceneGraph |
| C Camera | Represents a camera for perspective or orthographic projection, deriving from SceneNode to allow for spatial positioning and transformation within the scene graph |
| C Shader | Abstract representation of a Shader program (e.g. composed of vertex/fragment shader) |
| C OpenGLShader | An OpenGL-specific implementation of a Shader program, consisting of a vertex and a fragment shader |
| S Shape | Struct representing geometric primitives and indices for various shapes. provides immutable, shared access to vertices and indices of the represented geometric shape |
| S Circle | Basic Circle Shape (2D, in XY plane) |
| S Cube | Basic Cube Shape |
| S Line | Basic Line Shape |
| S Rectangle | Basic Rectangle Shape |
| C Snapshot | Represents an immutable snapshot of a SceneGraph at a given point in time |
| S SnapshotItem | Structure for representing a snapshot item of a renderable's object state at a specific point in time |
| C StringFileReader | Abstract base class for reading file contents into a string |
| C BasicStringFileReader | Basic implementation of a string file reader |
| C Tickable | |
| C Transform | Represents a 3D transformation consisting of translation, rotation and scale |
| C UniformValueMap | Manages a collection of values for mapping them to their UniformSemantics identifier |
| S vec2<T> | Represents a 2-dimensional vector of the generic type <T> |
| S vec3<T> | Represents a 3-dimensional vector of the generic type <T> |
| S vec4<T> | Represents a 4-dimensional vector of the generic type <T> |
| S Vertex | Represents a standard vertex with position, normal, and texture coordinates |
| C Window | Abstract base class representing a generic window |
| C GLFWWindow | An OpenGL focused window implementation using GLFW |
| S WindowConfig | Configuration structure for creating and initializing a Window |
| S GLFWWindowConfig | Configuration structure for a GLFWWindow |
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