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| EnginePC (GLint argc, GLchar *const argv[]) |
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| Engine (const std::string &runtimeBinaryFilePath, bool isEveryExtensionSuccessfullyLoaded) |
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void | configDebugger (EDebuggerState state) |
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void | configFileLogging (std::string fileName="") |
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void | configFPSCounter (std::string fontName="", glm::vec2 position=glm::vec2(-0.95, 0.95), GLfloat size=100.0) |
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void | configBackgroundColor (glm::vec3 color) |
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void | configTime (GLfloat timeFactor) |
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void | draw () |
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void | drawLines () |
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void | drawPoints () |
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void | drawTexture (flc::Texture2D *t, flc::Program *p) |
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void | drawTexture (flc::Texture2D *t) |
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void | detach (ps< flf::Text > text) |
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void | detach (flf::LightSpot *light) |
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void | detach (flf::LightDirectional *light) |
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void | detach (flf::LightPoint *light) |
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void | detachLights () |
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void | detach (flf::Entity *) |
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void | getPhysicalMeshBuffer (const std::string &path, flf::PhysicsMeshBuffer &buffer) |
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const std::string | getGlobalPath (const std::string &localPath) |
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void | setCurrentScene (pu< flf::Scene > &&scene) |
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pn< flf::Scene > | getCurrentScene () const |
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GLuint | getAndResetRenderedFramesCount () |
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template<GLuint T> |
| flc::Shader * | storeShader (const std::string &shaderPath) |
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template<GLuint T> |
| flc::Shader * | storeShader (const std::string &shaderPath, const std::string &shaderSource) |
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flc::Program * | storeProgram (const std::string &name, const vec< flc::Shader * > &shaders, bool isSkipLinking=false) |
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flc::Texture2D * | storeTexture (const std::string &path) |
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flc::Texture2DRenderable * | storeTextureRenderable () |
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flc::Texture2DRenderableDynamic * | storeTextureDynamic (const std::string &fragmentShaderPath) |
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flf::LightSpot * | storeLightSpot (glm::vec3 pos, glm::quat rot, glm::vec4 col, Moveable *followed=nullptr) |
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flf::LightPoint * | storeLightPoint (glm::vec3 position, glm::vec4 color, Moveable *followed=nullptr) |
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flf::LightDirectional * | storeLightDirectional (glm::vec3 pos, glm::quat rot, glm::vec4 col, Moveable *m=nullptr) |
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ps< flf::Text > | storeText (const std::string &text, const std::string &font, glm::vec2 pos, GLfloat scale=1.0f, glm::vec4 color=glm::vec4(1.0f, 1.0f, 1.0f, 1.0f), ETextEffect effect=ETextEffect::none) |
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flc::VertexArray * | storeVAO (flf::IReloadable *user, flc::VertexArray *vao=nullptr) |
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template<class T , typename... S> |
| T * | storeBuffer (flc::VertexArray *vao, S...p) |
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template<class T , typename... S> |
| T * | storeBuffers (flc::VertexArray *vao, size_t idx, S...p) |
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void | removeBuffer (flc::VertexArray *vao) |
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void | removeBufferIndex (flc::VertexArray *vao) |
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void | removeBufferIndexParticles (flc::VertexArray *vao) |
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void | removeBufferBasic (flc::VertexArray *vao) |
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void | removeBufferText (flc::VertexArray *vao) |
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void | captureFramebufferToFile (const std::string &name) |
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void | captureFramebufferToBuffer (GLubyte *buf, GLint *sizeInBytes, GLuint format=GL_RGBA, GLint bytesPerPixel=4) |
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flf::LightSystem & | getLightSystem () const |
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flf::TextureSystem & | getTextureSystem () const |
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glm::ivec2 | getScreenSize () const |
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GLfloat | getScreenAspectRatio () const |
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void | log () |
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void | addPostProcess (const std::string &fragmentShaderPath, GLfloat lifeTime=flf::FILLWAVE_ENDLESS) |
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void | reload () |
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void | onEvent (const flf::Event &event) |
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void | onResizeScreen (GLuint width, GLuint height) |
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void | onPick (GLuint xScreenSpace, GLuint yScreenSpace) |
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void | attachHandler (std::function< void(const flf::Event &)> &&h, flf::EEventType type) |
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void | detachHandlers () |
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flc::Texture3D * | storeTexture3D (const std::string &posX, const std::string &negX, const std::string &posY, const std::string &negY, const std::string &posZ, const std::string &negZ) |
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flc::Sampler * | storeSO (GLint textureUnit) |
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