| Cflw::AllocatorHeap< TValueType > | |
| Cflw::AllocatorStack< TValueType > | |
| Cflw::flf::AnimatorAssimp | Manager to handle Bone objects in animation |
| Cflw::flf::AnimatorDefault | |
| Cflw::flc::Attribute | VertexAttribute to be kept within the VertexBuffer |
| Cflw::Blending | Structure defining the blending parameters |
| Cflw::flf::BuilderEmiter | BuilderModel which builds the particles emiter |
| ►Cflw::flf::BuilderModel | Builder which builds the model from the asset file |
| Cflw::flf::BuilderModelExternalMaps | BuilderModel which builds the model from the asset file but uses external texture maps |
| Cflw::flf::BuilderModelManual | BuilderModel which builds the model from textures and material fillwave objects |
| Cflw::flf::CacheBuffer | Connects VAO pointer and VAO's user pointer in single class |
| Cflw::flf::CharacterEventData | |
| Cflw::flc::ConditionalRender | Operation of rendering only meshes passing the occlusion test |
| Cflw::flc::TextureConfig::Content | Stores the single file info |
| Cflw::CullingBox | Stores culling box parameters for Orthographic projection |
| Cflw::flf::CursorEnterEventData | |
| Cflw::flf::CursorPositionEventData | |
| Cflw::flf::CustomEventData | |
| Cflw::flc::Shader::DebugInfo | |
| Cflw::Empty | Empty class for various purposes |
| ►Cflw::Engine | Fillwave engine core |
| Cflw::EngineAndroid | Android implementation specific |
| Cflw::EnginePC | |
| Cflw::EnginePCGLES | PC GLES implementation specific |
| Cflw::flf::Event | Event |
| Cflw::flf::EventData | |
| Cflw::flf::EventHandler | |
| ►Cexception | |
| Cflw::flf::ExceptionFillwave | Not used |
| Cflw::flc::FaceBasic | Stores the face data for geometry built on Vertex Basic |
| Cflw::flc::Fence | Sets a fence for a gpu to wait |
| Cflw::flf::FileLoader | Loads files |
| ►Cflw::flf::Finishable | Base for every finishable callback |
| Cflw::flc::PostProcessingPass | Defines one post processing pass |
| ►Cflw::flf::Impostor | Drawable Entity built by fragment shader. Time limited |
| Cflw::flf::Cursor | Impostor to handle custom cursor instead of the standard one |
| Cflw::flf::FontLoader | Loads fonts fromttf files |
| ►Cflw::flc::Framebuffer | FramebufferObject - FO |
| Cflw::flc::FramebufferGeometry | Framebuffer with multiple color and depth attachments |
| ►CGLObject | |
| Cflw::flc::ProgramPipeline | Not used |
| Cflw::flc::TextureConfig::Header | Stores the single file header info |
| ►Cflw::flc::IBuffer | Base for all buffer types |
| Cflw::flc::IndexBuffer | IndexBufferObject - IBO |
| Cflw::flc::PixelBuffer | PixelBufferObject - PBO. Used to read pixels from FBO |
| Cflw::flc::TVertexBuffer< T > | Template for all vertex buffers |
| Cflw::flc::UniformBuffer | UniformBufferObject - UBO |
| Cflw::flc::UniformBuffer | UniformBufferObject - UBO |
| ►Cflw::flc::TVertexBuffer< VertexBasic > | |
| Cflw::flc::VertexBufferBasic | Vertex buffer specialized with VertexBasic data structure |
| ►Cflw::flc::TVertexBuffer< VertexDebug > | |
| Cflw::flc::VertexBufferDebug | Vertex buffer specialized with VertexDebug data structure |
| ►Cflw::flc::TVertexBuffer< VertexFloat > | |
| Cflw::flc::VertexBufferFloat | Vertex buffer specialized with GLfloat data structure |
| ►Cflw::flc::TVertexBuffer< VertexParticle > | |
| Cflw::flc::VertexBufferParticles | Vertex buffer specialized with VertexParticle data structure |
| ►Cflw::flc::TVertexBuffer< VertexParticleGPU > | |
| Cflw::flc::VertexBufferParticlesGPU | Vertex buffer specialized with VertexParticleGPU data structure |
| Cflw::flc::VertexBufferParticlesGPU | Vertex buffer specialized with VertexParticleGPU data structure |
| ►Cflw::flc::TVertexBuffer< VertexPosition > | |
| Cflw::flc::VertexBufferPosition | Not used. Vertex buffer specialized with VertexPosition data structure |
| ►Cflw::flc::TVertexBuffer< VertexText > | |
| Cflw::flc::VertexBufferText | Vertex buffer specialized with VertexText data structure |
| ►Cflw::flf::IEffect | Base for effects |
| Cflw::flf::BoostColor | Effect to boost the models color |
| Cflw::flf::ClockwiseDrawEffect | Effect to draw an opposite face of each mesh |
| Cflw::flf::Fog | Effect to create a fog |
| Cflw::flf::Painter | Effect to draw a mesh with single color |
| Cflw::flf::TextureOnly | Effect to color the model with texture only (exclude light effects and shadows) |
| ►Cflw::flf::IEmiterPoint | Drawable Entity which emits particles |
| Cflw::flf::EmiterPointCPU | Polynomial particle Emiter. Can generate a particles with velocity, direction, and acceleration defined by the user |
| Cflw::flf::EmiterPointGPU | Polynomial particle Emiter entirely computed on GPU. Can generate a particles with velocity, direction, and acceleration defined by the user |
| Cflw::flf::EmiterPointStep | Not used |
| ►Cflw::IObserver | Implementation of Observer pattern |
| ►Cflw::Light | Base for all lights |
| Cflw::flf::LightDirectional | Light with Orthographic projection |
| Cflw::flf::LightPoint | Not used |
| Cflw::flf::LightSpot | Light implementing directional torch |
| ►Cflw::flf::IPickable | Pickable Interface |
| Cflw::flf::Button | Pickable hud node |
| ►Cflw::flf::Entity | Base for all Scene nodes |
| Cflw::flf::EmiterPointCPU | Polynomial particle Emiter. Can generate a particles with velocity, direction, and acceleration defined by the user |
| Cflw::flf::EmiterPointGPU | Polynomial particle Emiter entirely computed on GPU. Can generate a particles with velocity, direction, and acceleration defined by the user |
| Cflw::flf::EmiterPointStep | Not used |
| ►Cflw::flf::Hinge | Entity capable of populating the draw method towards children |
| Cflw::flf::BoneDefault | Base for all animation keys |
| Cflw::flf::Impostor | Drawable Entity built by fragment shader. Time limited |
| Cflw::flf::Mesh | Basic drawable Entity |
| ►Cflw::flf::Programmable | Entity for which is it possible to add/remove Effect objects |
| Cflw::flf::MeshTerrain | Programmable to provide mesh terrain functionality |
| Cflw::flf::Model | Drawable Mesh set |
| Cflw::flf::Skybox | Entity which moves with the camera clipping the view space with an image |
| ►Cflw::flf::IReloadable | Encapsulates reloadable objects |
| Cflw::flf::Debugger | Fillwave debugger |
| Cflw::flf::EmiterPointCPU | Polynomial particle Emiter. Can generate a particles with velocity, direction, and acceleration defined by the user |
| Cflw::flf::EmiterPointGPU | Polynomial particle Emiter entirely computed on GPU. Can generate a particles with velocity, direction, and acceleration defined by the user |
| Cflw::flf::EmiterPointStep | Not used |
| Cflw::flf::Mesh | Basic drawable Entity |
| Cflw::flf::MeshOcclusion | |
| Cflw::flf::Skybox | Entity which moves with the camera clipping the view space with an image |
| Cflw::flf::Text | 2D Text on the screen |
| ►Cflw::flc::IRenderable | Encapsulates renderable objects. To be used with IRenderer |
| Cflw::flf::Entity | Base for all Scene nodes |
| ►Cflw::flc::IRenderer | Base for all renderers |
| Cflw::flc::RendererCSPBRP | Cache Safe Program Based Render Pass IRenderer. Not ready (Rev.4.2.1) |
| Cflw::flc::RendererDR | Deferred IRenderer. Not ready (Rev.4.2.1) |
| Cflw::flc::RendererFR | Forward IRenderer |
| Cflw::flc::RendererPBRP | Program based render pases |
| ►Cflw::flf::ITreeNode | Basic tree ITreeNode Interface |
| ►Cflw::flf::Sprite | HUD base element |
| Cflw::flf::Button | Pickable hud node |
| Cflw::flf::Text | 2D Text on the screen |
| ►Cflw::flf::TreePtr< Sprite, Sprite > | |
| Cflw::flf::HUD | Human interface device tree |
| ►Cflw::flf::TreePtr< Entity > | |
| Cflw::flf::Entity | Base for all Scene nodes |
| Cflw::flf::Scene | Entity to be a root of Entity tree |
| Cflw::flf::Key< TValue > | Base for all animation keys |
| Cflw::flf::KeyboardEventData | |
| Cflw::LightAttenuationData | Light attenuation data |
| Cflw::flf::LightDirectionalData | Light UBO data |
| Cflw::flf::LightSystem | Light system knows about all light related stuff |
| Cflw::LighUniformData | Light UBO data |
| Cflw::Material | Per mesh material info |
| Cflw::flf::TModelLoader< Traits >::MeshCreationInfo | |
| Cflw::flc::TextureConfig::Mipmap | |
| Cflw::flf::ModelLoaderTraitsAssimp | |
| Cflw::flf::ModelLoaderTraitsDefault | |
| Cflw::flf::ModelLoaderTraitsTinyObjLoader | |
| Cflw::flf::MouseButtonEventData | |
| Cflw::flf::MouseScrollEventData | |
| ►Cflw::Observable | Implementation of Observable pattern |
| ►Cflw::Moveable | Base for every object which has a 3D position |
| Cflw::flf::Entity | Base for all Scene nodes |
| ►Cflw::ICamera | Stores camera view parameters |
| Cflw::CameraNull | Not used. Camera for which both projection and view matrices are always identities |
| Cflw::CameraOrthographic | Camera with Orthographic projection |
| Cflw::CameraPerspective | Camera with perspective projection |
| Cflw::Light | Base for all lights |
| Cflw::flf::PhysicsMeshBuffer | Physical mesh data |
| Cflw::PointerCache< TValueType > | |
| Cflw::PointerProtected< TValueType > | Wrapper which makes the wrapped pointer not storable and not copyable |
| Cflw::flc::Program | Single GLSL program object |
| Cflw::flc::RenderItem | Single draw item structure |
| Cflw::flf::ResizeScreenEventData | |
| Cflw::flc::Sampler | SamplerObject - SO |
| Cflw::flf::ModelLoaderTraitsAssimp::SceneType | |
| Cflw::flf::ModelLoaderTraitsTinyObjLoader::SceneType | |
| Cflw::flc::Shader | Single GLSL shader object |
| ►Cflw::flf::ShaderLoader | Loads shader sources |
| Cflw::flf::ProgramLoader | Loads programs |
| Cflw::flf::ShaderLoaderFragment | ShaderLoader to load fragment shader sources |
| Cflw::flf::ShaderLoaderVertex | ShaderLoader to load vertex shader sources |
| Cflw::flf::Shape< TVertex > | Base class for every shape. Specialized with Vertex data structure |
| ►Cflw::flf::Shape< flc::VertexBasic > | |
| Cflw::flf::Box | Basic Shape for general usage. Indices and vertices provided |
| Cflw::flf::Quad | Shape encapsulating vertices and indices for triangle drawn quad |
| Cflw::flf::Sphere | Shape<flc::VertexBasic> encapsulating vertices and indices for triangle drawn UV sphere |
| ►Cflw::flf::Shape< flc::VertexPosition > | |
| Cflw::flf::BoxOcclusion | Basic Shape for specific usage, providing each model to participate in OQ algorithm |
| Cflw::flf::SphereSkybox | Shape<flc::VertexPosition> encapsulating vertices and indices for triangle drawn UV sphere |
| Cflw::flf::TCache< M, T, K, P > | Basic manager of composites |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::IndexBuffer, flc::VertexArray *, const std::vector< GLuint > & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture1D, size_t, flc::ParameterList & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture2D, size_t, flc::TextureConfig *, flc::ParameterList &, GLuint > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture2D, std::string, flc::TextureConfig *, flc::ParameterList &, GLuint > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture2DRenderable, size_t, GLenum, flc::TextureConfig *, flc::ParameterList & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture2DRenderableDynamic, std::string, flc::TextureConfig *, flc::ParameterList &, flc::Program * > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture3D, std::string, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::ParameterList & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::Texture3DRenderable, size_t, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::TextureConfig *, flc::Texture2DRenderable *, flc::ParameterList & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexArray, flw::flf::IReloadable * > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexBufferBasic, flc::VertexArray *, std::function< float(float x, float y)>, GLint, GLfloat, const std::vector< GLuint > & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexBufferDebug, flc::VertexArray *, GLfloat > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexBufferFloat, flc::VertexArray *, std::vector< flc::VertexFloat > & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexBufferParticles, flc::VertexArray *, std::vector< GLfloat > &, std::vector< GLfloat > &, std::vector< GLfloat > & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexBufferPosition, flc::VertexArray *, std::vector< flc::VertexPosition > & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, flc::VertexBufferText, flc::VertexArray *, const std::vector< GLfloat > &, const std::vector< GLfloat > & > | |
| Cflw::flf::TCache< MAX_CACHE_SIZE, std::vector< pu< flc::VertexBufferParticlesGPU > >, flc::VertexArray *, const std::vector< flc::VertexParticleGPU > & > | |
| Cflw::flc::Texture | |
| Cflw::flc::Texture1D | Not used |
| Cflw::flc::Texture2D | Single GLSL 2D Texture object |
| Cflw::flc::Texture2DRenderable | One can render to this texture and use the rendered image as a 2D texture |
| Cflw::flc::Texture2DRenderableDynamic | Dynamic texture will update its content during runtime according to specified fragment shader |
| Cflw::flc::Texture3D | Single GLSL 3D Texture object. It consists of six 2D images |
| Cflw::flc::Texture3DRenderable | One can render to this texture and use the rendered 6 images as a 2D texture |
| Cflw::flc::TextureConfig | Stores the single texture data |
| Cflw::flf::TextureFactory | Generates textures |
| Cflw::flf::TextureLoaderTraitsCustom | |
| Cflw::flf::TextureLoaderTraitsSTB | |
| Cflw::flf::TextureSystem | Manager to handle TextureObject1D, TextureObject2D and TextureObject3D objects |
| Cflw::flf::TimeEventData | |
| Cflw::flf::TModelLoader< Traits > | |
| Cflw::flf::TModelLoader< flf::ModelLoaderTraits > | |
| Cflw::flf::TouchEventData | |
| Cflw::flc::TQuery< TARGET > | GLObject to ask OpenGL questions |
| Cflw::flc::TransformFeedback | Used for GPU side computations |
| Cflw::flf::TTextureLoader< Traits > | |
| Cflw::flf::TTextureLoader< flf::TextureLoaderTraits > | |
| Cflw::flc::Uniform | Uniform |
| Cflw::flc::UniformData | Uniform data structure |
| ►Cunordered_map | |
| Cflw::flf::TCacheStack< T, K, M, P > | Basic manager of composites |
| ►Cvector | |
| Cflw::flf::TManager< T, M, P > | Basic manager |
| Cflw::flf::TManager< LightDirectional, MAX_LIGHTS, flc::Texture2DRenderable *, glm::vec3, glm::quat, glm::vec4, Moveable * > | |
| Cflw::flf::TManager< LightPoint, MAX_LIGHTS, flc::Texture3DRenderable *, glm::vec3, glm::vec4, Moveable * > | |
| Cflw::flf::TManager< LightSpot, MAX_LIGHTS, flc::Texture2DRenderable *, glm::vec3, glm::quat, glm::vec4, Moveable * > | |
| Cflw::flc::VertexArray | VertexArrayObject - VAO |
| Cflw::flc::VertexBasic | Stores the basic vertex data |
| Cflw::flc::VertexDebug | Stores the debugger vertex data |
| Cflw::flc::VertexFloat | Stores the float vertex data |
| Cflw::flc::VertexParticle | Stores the particle vertex data |
| Cflw::flc::VertexParticleGPU | Stores the particle vertex data computed entirely on GPU |
| Cflw::flc::VertexPosition | Not used. Stores the position vertex data |
| Cflw::flc::VertexText | Stores the text vertex data |
| Cflw::flc::WorkGroup | Group of compute shader jobs. Not used |
| Cflw::flc::WorkItem | Single compute shader job. Not used |
| ►CC | |
| Cflw::flf::TreePtr< T, C > | Basic tree template class. Enables attaching and detaching nodes |