#include <PhxGraphicsEngine.h>
Inheritance diagram for Phx::GraphicsEngine:

Public Member Functions | |
| virtual Ptr< Node > | newNode (const String &name="")=0 |
| Creates a new top-level Node interface. | |
| virtual Ptr< Node > | skyBoxNode ()=0 |
| A specia case nod that always moves with the current camera. The skyBoxNode will not rotate only move with the camera. | |
| virtual Ptr< WindowInformation > | windowInformation (void) const =0 |
| Returns a WindowInformation structure containing information about the current rendering window. | |
| virtual String | currentCamera (void) const =0 |
| virtual void | currentCamera (const String &cameraName)=0 |
| virtual void | setAmbrientLight (RgbaColor color)=0 |
| virtual void | setFog (void)=0 |
| no fog. | |
| virtual void | setFog (RgbaColor color, double start, double end)=0 |
| Linerar fog. | |
| virtual void | setFog (RgbaColor color, double density)=0 |
| Exponential fog. | |
Static Public Attributes | |
| static const NamedInterface::Type | INTERFACE_TYPE |
| static const String | INTERFACE_TYPE_NAME |
| static const NamedInterface::Identifier | GRAPHICS_ENGINE_IDENTIFIER |
| static const String | GRAPHICS_ENGINE_NAME |
Classes | |
| class | Billboard |
| class | BillboardDescription |
| class | BillboardGroup |
| Interface to a BillboardGroup source. More... | |
| class | BillboardGroupDescription |
| A Description of a Geometry element in the graphics engine. More... | |
| class | Camera |
| A camera in the graphics engine. More... | |
| class | DirectionalLight |
| Interface to a directional light source. More... | |
| class | DirectionalLightDescription |
| Description for a DirectionalLight source. More... | |
| class | Geometry |
| A Geometry node represents a piece of polygonal geometry in the scene. More... | |
| class | GeometryDescription |
| A Description of a Geometry element in the graphics engine. More... | |
| class | GraphicsEngineDescription |
| A description used for configuration of a GraphicsEngine entity. More... | |
| class | Light |
| A light source used in the graphics engine. More... | |
| class | LightDescription |
| A base-class for descriptions of a light source in the graphics engine. More... | |
| class | MaterialDescription |
| A description of a surface material. More... | |
| class | MeshDescription |
| A Description representing a raw 3D mesh. More... | |
| class | Node |
| A node in the graphics engine scene graph. More... | |
| class | PointLight |
| Interface to a point light source. More... | |
| class | PointLightDescription |
| Description for a PointLight source. More... | |
| class | SkyBox |
| Interface to a sky box source. More... | |
| class | SpotLight |
| Interface to a spot light source. More... | |
| class | SpotLightDescription |
| Description for a SpotLight source. More... | |
| class | TerrainGeometry |
| Interface to a planet-sized piece of terrain in the graphics engine. More... | |
| class | TerrainGeometryDescription |
| A Description of a TerrainGeometry displayed by the graphics engine. More... | |
Not all features will be presented in the public interface. Many may only be accessible depending on the configuration file(s) for the graphics engine implementation and/or the individual meshes and materials in the engine's native format.
The graphics interface does not define a mesh or material format. It only defines a basic interface through which one may set or get basic properties of a mesh or material. The rest of the their properties, which may specify additional behavior known only to the particular underlying engine, are stored in native files. One can specify which of these native files to use, but cannot determine their contents or change them. This is left to content producers who will adjust the native files for each potential engine appropriately.
The graphics engine provides interfaces to manipulate its internal state, which is comprised of the usual suspects: cameras, geometry, lights, materials, and other elements needed to display the scene. One acquires an interface to instances of these elements of the engine's state via the GraphicsEngine interface.
The engine views its scene state (that is, the cameras, lights, and geometry that make up a scene) as a hierarchy of Nodes, with various scene elements attached at their leaves. Geometry, Camera, PointLight, are examples of such elements. A client can construct these interfaces, which will create corresponding elements inside the graphics engine.
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Creates a new top-level Node interface.
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Returns a WindowInformation structure containing information about the current rendering window. The data contained in this structure varies by platform.
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1.4.2