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PGR Copakond OpenGL Engine - Bowling
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Empty starter scene with initialized lighting, skybox, and a player controller. More...
#include <templateScene.h>
Public Member Functions | |
| TemplateScene (const char *sceneName, Input *input, Shader *shader, int winWidth, int winHeight) | |
| ~TemplateScene () override | |
| void | init () override |
| void | update (float deltaTime) override |
| void | physics_update (float deltaTime) override |
| Fixed-step physics update loop for resolving collisions and forces. | |
| void | onMouseButtonEvent (int button, int state, int x, int y) override |
| void | onMenuEvent (int option) override |
| void | onMouseWheelEvent (int wheel, int direction, int x, int y) override |
| void | onKeyboardEvent (unsigned char key, int x, int y, bool isDown) override |
| Public Member Functions inherited from copakond::Scene | |
| Scene (const char *sceneName, Input *engineInput, Shader *engineShader, int winWidth, int winHeight) | |
| virtual | ~Scene ()=default |
| const std::vector< Mesh * > & | getMeshes () const |
| const std::vector< Light * > & | getLights () const |
| const std::vector< Spline * > & | getSplines () const |
| const std::vector< CollisionShape * > & | getColliders () const |
| Skybox * | getSkybox () const |
| Light * | getSun () const |
| Camera & | getCamera () |
| Shader * | getShader () const |
| Input * | getInput () const |
| float | updateTime () |
| Calculates delta time since the last frame. | |
| float | getSkyboxBlendingCoeff () |
| const char * | getSceneName () |
| virtual void | onMouseMoveEvent (int x, int y) |
| virtual void | onScreenResizeEvent (int width, int height) |
| Handles viewport and projection matrix updates on window resize. | |
Additional Inherited Members | |
| Protected Member Functions inherited from copakond::Scene | |
| void | addToScene (Mesh *mesh) |
| void | addToScene (Light *light) |
| void | addToScene (Spline *spline) |
| Protected Attributes inherited from copakond::Scene | |
| const char * | WIN_TITLE |
| Input * | input |
| Shader * | shader |
| Camera * | camera |
| std::vector< Mesh * > | meshes = std::vector<Mesh*>() |
| std::vector< Light * > | lights = std::vector<Light*>() |
| std::vector< Spline * > | splines = std::vector<Spline*>() |
| std::vector< CollisionShape * > | colliders = std::vector<CollisionShape*>() |
| Light * | sun = nullptr |
| Skybox * | skybox = nullptr |
| uint64_t | time = 0 |
| int | winWidth = 0 |
| int | winHeight = 0 |
| float | skyboxBlendingCoeff = 0.0f |
Empty starter scene with initialized lighting, skybox, and a player controller.
| copakond::TemplateScene::TemplateScene | ( | const char * | sceneName, |
| Input * | input, | ||
| Shader * | shader, | ||
| int | winWidth, | ||
| int | winHeight ) |
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override |
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overridevirtual |
Reimplemented from copakond::Scene.
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overridevirtual |
Reimplemented from copakond::Scene.
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overridevirtual |
Reimplemented from copakond::Scene.
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overridevirtual |
Reimplemented from copakond::Scene.
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overridevirtual |
Reimplemented from copakond::Scene.
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overridevirtual |
Fixed-step physics update loop for resolving collisions and forces.
Reimplemented from copakond::Scene.
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overridevirtual |
Reimplemented from copakond::Scene.