24 #include <flw/flf/hud/base/HUD.h> 25 #include <flw/flf/models/Entity.h> 26 #include <flw/flf/models/Skybox.h> 27 #include <flw/flf/models/Cursor.h> 28 #include <flw/flc/renderers/mRendererFR.h> 29 #include <flw/cmn/pointers/PointerProtected.h> 31 #include <unordered_map> 46 void updateDependencies();
48 void updateRenderer();
52 void resetRenderer(GLuint screenWidth, GLuint screenHeight);
55 pn<Cursor> getCursor();
57 void setCursor(pu<Cursor>&& cursor);
62 pn<ICamera> getCamera();
64 void setCamera(pu<ICamera>&& camera);
67 void setSkybox(pu<Skybox>&& skybox);
69 void setHUD(pu<HUD>&& hud);
71 void setAmbient(glm::vec3 cursor);
74 void registerPickable(
Entity* entity);
76 void pick(glm::ivec4 color);
79 void onEvent(
const Event& event);
81 void stepInTime(
float timePassedInSeconds);
87 void drawDepth(
ICamera& camera);
89 void drawDepthColor(
ICamera& camera, glm::vec3& position);
101 virtual void onShow();
102 virtual void onHide();
107 pu<HUD> mHeadUpDisplay;
108 pu<flc::IRenderer> mRenderer;
111 std::unordered_map<GLint, Entity* > mPickingTable;
113 GLint mCurrentPicableColor;
114 glm::vec3 mAmbientGlobal;
Base for all renderers.
Definition: IRenderer.h:42
Base for all Scene nodes.
Definition: Entity.h:48
Event.
Definition: Event.h:154
Entity to be a root of Entity tree.
Definition: Scene.h:40
Basic tree template class. Enables attaching and detaching nodes.
Definition: TreePtr.h:41
Stores camera view parameters.
Definition: ICamera.h:32
Forward IRenderer.
Definition: mRendererFR.h:34