This namespace is for all the classes belonging to the Graphics Subsystem. More...
Classes | |
class | Billboard |
This is the proxy class for placing and manipulating a set of 2D billboards in the scene. More... | |
class | BillboardSetProxy |
This is the proxy class for placing and manipulating a set of 2D billboards in the scene. More... | |
class | Bone |
This class encapsulates the bones contained in a skeleton used for animation. More... | |
class | CameraManager |
This is the manager class for all camera functions. More... | |
class | CameraProxy |
This is the proxy class for placing and manipulating a camera in the scene. More... | |
class | DefaultCameraManagerFactory |
A factory responsible for the creation and destruction of the default cameramanager. More... | |
class | DefaultGraphicsManagerFactory |
A factory responsible for the creation and destruction of the default graphicsmanager. More... | |
class | DefaultMeshManagerFactory |
A factory responsible for the creation and destruction of the default meshmanager. More... | |
class | DefaultSceneManagerFactory |
A factory responsible for the creation and destruction of the default scenemanager. More... | |
class | EntityProxy |
This is the proxy class for placing and manipulating a mesh in the scene. More... | |
class | GameWindow |
This class is for creating and managing game windows. More... | |
class | GraphicsManager |
This is intended to store basic graphics setting for the user. More... | |
class | InternalMaterialData |
This class is used to store the internal structures needed by the Material class. More... | |
class | InternalMeshData |
This class is used to store the internal structures needed by the Mesh class. More... | |
class | InternalSkeletonData |
This class is used to store the internal structures needed by the Skeleton class. More... | |
class | InternalTextureData |
This class is used to store the internal structures needed by the Texture class. More... | |
class | LightProxy |
This is the proxy class for placing and manipulating lighting in the scene. More... | |
class | Material |
This class represents all the rendering passes a rendered object has. More... | |
class | Mesh |
This class is used to check and modify the properties of a graphics mesh. More... | |
class | MeshManager |
This manager handles the storage, generation, and query of of Graphics Meshes. More... | |
class | ParticleAffector |
This class defines how particles of a given particle effect behave during their lifetime. More... | |
class | ParticleEmitter |
This class defines how particles of a given particle effect spawn. More... | |
class | ParticleSystemProxy |
This is the proxy class for placing and manipulating particles in the scene. More... | |
class | Pass |
This class represents one rendering pass for a graphics object. More... | |
class | RenderableProxy |
This is the base proxy class for world proxies wrapping functionality of the graphics subsystem. More... | |
class | RenderWorkUnit |
This does the main loop processing for required to make the Graphics Manager function. More... | |
class | SceneManager |
This class contains utilities and functions to allow the manipulation of the Graphical scene, rather then the physics inside, or the object inside. More... | |
class | SceneManagerData |
Stores internal data for the SCeneManager to keep it from cluttering the Header file. More... | |
class | Skeleton |
This class encapsulates the Skeletal animation functionality of a Mesh. More... | |
class | SubMesh |
This class represents a sub-section of an overall mesh. More... | |
class | Technique |
This class represents a collection of passes an object has for it's rendering. More... | |
class | Texture |
This class represents a texture loaded into memory. More... | |
class | Viewport |
This class is for creating and managing viewports within a game window. More... | |
Enumerations | |
enum | AspectRatio { AR_3_By_2 = 1, AR_4_By_3 = 2, AR_5_By_3 = 3, AR_5_By_4 = 4, AR_8_By_5 = 5, AR_16_By_9 = 6, AR_17_By_9 = 7, AR_1_85_By_1 = 8, AR_2_39_By_1 = 9 } |
This is used primarily by the GraphicsManager to keep track of the supported and currently used aspect ratios. More... | |
enum | BillboardOrigin { BBO_Top_Left, BBO_Top_Center, BBO_Top_Right, BBO_Center_Left, BBO_Center, BBO_Center_Right, BBO_Bottom_Left, BBO_Bottom_Center, BBO_Bottom_Right } |
This is used by the BillboardSetProxy to describe which part of the billboard will be treated as the local origin for placement and rotation. More... | |
enum | BillboardRotation { BBR_Vertex, BBR_TexureCoord } |
This is used by the BillboardSetProxy to decide how billboards should be rotated when they are requested to rotate. More... | |
enum | BillboardType { BBT_Point, BBT_Oriented_Common, BBT_Oriented_Self, BBT_Perpendicular_Common, BBT_Perpendicular_Self } |
This is used by BillboardSetProxies to describe how the billboards are to be oriented. More... | |
enum | CameraPolyMode { CPM_Points = 1, CPM_WireFrame = 2, CPM_Solid = 3 } |
This is used by CameraProxies to quickly set a different render mode that is useful for debugging graphics renders. More... | |
enum | LightType { LT_Directional = 0, LT_Point = 1, LT_Spotlight = 2 } |
This is used by LightProxies to describe how light is emitted from the proxy source. More... | |
enum | OrientationMode { OM_Degree_0 = 0, OM_Degree_90 = 1, OM_Degree_180 = 2, OM_Degree_270 = 3, OM_Portrait = OM_Degree_0, OM_LandscapeRight = OM_Degree_90, OM_LandscapeLeft = OM_Degree_270 } |
enum | ProjectionType { PT_Orthographic = 0, PT_Perspective = 1 } |
Values for storing how perspective should be interpretted. More... | |
enum | RenderSystem { RS_Invalid = 0, RS_DirectX9 = 1, RS_DirectX10 = 2, RS_DirectX11 = 3, RS_OpenGL2 = 4, RS_OpenGL3 = 5, RS_OpenGL4 = 6, RS_OpenGLES1 = 7, RS_OpenGLES2 = 8 } |
Used primarily by the graphics manager class during initialization. More... | |
This namespace is for all the classes belonging to the Graphics Subsystem.
Our Graphics system uses Ogre for all of Mezzanine's graphical/visual needs.
This is used primarily by the GraphicsManager to keep track of the supported and currently used aspect ratios.
Enumerator | |
---|---|
AR_3_By_2 |
1.5 |
AR_4_By_3 |
1.334 |
AR_5_By_3 |
1.667 |
AR_5_By_4 |
1.25 |
AR_8_By_5 |
1.6 |
AR_16_By_9 |
1.778 |
AR_17_By_9 |
1.889 |
AR_1_85_By_1 |
1.85 |
AR_2_39_By_1 |
2.39 |
Definition at line 52 of file graphicsenumerations.h.
This is used by the BillboardSetProxy to describe which part of the billboard will be treated as the local origin for placement and rotation.
Definition at line 67 of file graphicsenumerations.h.
This is used by the BillboardSetProxy to decide how billboards should be rotated when they are requested to rotate.
Enumerator | |
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BBR_Vertex |
Rotates the vertices of the billboard when rotated. |
BBR_TexureCoord |
Rotates the texture coordinates of the billboard when rotated, preserving the vertex positions. |
Definition at line 82 of file graphicsenumerations.h.
This is used by BillboardSetProxies to describe how the billboards are to be oriented.
Enumerator | |
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BBT_Point |
Default setting. Billboard direction always faces the camera and is always oriented to be upright. |
BBT_Oriented_Common |
Billboards are oriented around a common axis provided to the BillboardSetProxy, which will act as their local Y axis. Common Direction needs to be defined for this setting. |
BBT_Oriented_Self |
Billboards are oriented around their own individually set direction axis, which will act as their local Y axis. |
BBT_Perpendicular_Common |
Billboards are oriented around a common axis provided to the BillboardSetProxy, which will act as their local Z axis. Common Direction and Common Up Vector needs to be defined for this setting. |
BBT_Perpendicular_Self |
Billboards are oriented around their own individually set direction axis, which will act as their local Z axis. Common Up Vector needs to be defined for this setting. |
Definition at line 90 of file graphicsenumerations.h.
This is used by CameraProxies to quickly set a different render mode that is useful for debugging graphics renders.
Enumerator | |
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CPM_Points |
Only points for each of the vertices are rendered. |
CPM_WireFrame |
Wireframes for all the meshes and geometry are rendered. |
CPM_Solid |
Normal rendering. |
Definition at line 101 of file graphicsenumerations.h.
This is used by LightProxies to describe how light is emitted from the proxy source.
Definition at line 110 of file graphicsenumerations.h.
Values for storing how perspective should be interpretted.
Enumerator | |
---|---|
PT_Orthographic |
No projection is used, objects appear to be flat. |
PT_Perspective |
Normal (realistic) perspective. |
Definition at line 133 of file graphicsenumerations.h.
Used primarily by the graphics manager class during initialization.
This enum specifies which Rendersystem is to be used for rendering.
Definition at line 142 of file graphicsenumerations.h.