[IMPLEMENTATION]

Description

Very specialized base classes, templates and helper code used for construction of more concrete types.

Classes

class  CameraBase
 Camera determines how is world geometry projected onto a 2D surface. More...
 
class  GameObjectHandle< T >
 A handle that can point to various types of game objects. More...
 
struct  GameObjectInstanceData
 Contains instance data that is held by all GameObject handles. More...
 
struct  GameObjectHandleData
 Internal data shared between GameObject handles. More...
 
class  GameObjectHandleBase
 A handle that can point to various types of game objects. More...
 
struct  TGpuParamsPtrType< Core >
 
struct  TGpuParamsPtrType< false >
 
struct  TGpuParamsPtrType< true >
 
struct  TGpuParamTextureType< Core >
 
struct  TGpuParamTextureType< false >
 
struct  TGpuParamTextureType< true >
 
struct  TGpuParamSamplerStateType< Core >
 
struct  TGpuParamSamplerStateType< false >
 
struct  TGpuParamSamplerStateType< true >
 
struct  TGpuParamBufferType< Core >
 
struct  TGpuParamBufferType< false >
 
struct  TGpuParamBufferType< true >
 
struct  TGpuBufferType< Core >
 
struct  TGpuBufferType< false >
 
struct  TGpuBufferType< true >
 
struct  TransposePolicy< Type >
 Policy class that allows us to re-use this template class for matrices which might need transposing, and other types which do not. More...
 
struct  TransposePolicy< Matrix3 >
 Transpose policy for 3x3 matrix. More...
 
struct  TransposePolicy< Matrix4 >
 Transpose policy for 4x4 matrix. More...
 
struct  TransposePolicy< MatrixNxM< N, M > >
 Transpose policy for NxM matrix. More...
 
class  TGpuDataParam< T, Core >
 A handle that allows you to set a GpuProgram parameter. More...
 
class  TGpuParamStruct< Core >
 A handle that allows you to set a GpuProgram parameter. More...
 
class  TGpuParamTexture< Core >
 A handle that allows you to set a GpuProgram parameter. More...
 
class  TGpuParamLoadStoreTexture< Core >
 A handle that allows you to set a GpuProgram parameter. More...
 
class  TGpuParamBuffer< Core >
 A handle that allows you to set a GpuProgram parameter. More...
 
class  TGpuParamSampState< Core >
 A handle that allows you to set a GpuProgram parameter. More...
 
struct  TGpuDataParamInfo< T >
 Helper structure whose specializations convert an engine data type into a GPU program data parameter type. More...
 
struct  TGpuDataParamInfo< float >
 
struct  TGpuDataParamInfo< Vector2 >
 
struct  TGpuDataParamInfo< Vector3 >
 
struct  TGpuDataParamInfo< Vector4 >
 
struct  TGpuDataParamInfo< int >
 
struct  TGpuDataParamInfo< Vector2I >
 
struct  TGpuDataParamInfo< Vector3I >
 
struct  TGpuDataParamInfo< Vector4I >
 
struct  TGpuDataParamInfo< Matrix2 >
 
struct  TGpuDataParamInfo< Matrix2x3 >
 
struct  TGpuDataParamInfo< Matrix2x4 >
 
struct  TGpuDataParamInfo< Matrix3 >
 
struct  TGpuDataParamInfo< Matrix3x2 >
 
struct  TGpuDataParamInfo< Matrix3x4 >
 
struct  TGpuDataParamInfo< Matrix4 >
 
struct  TGpuDataParamInfo< Matrix4x2 >
 
struct  TGpuDataParamInfo< Matrix4x3 >
 
struct  TGpuDataParamInfo< Color >
 
class  GpuParamsBase
 Contains functionality common for both sim and core thread version of GpuParams. More...
 
struct  TGpuParamsTypes< Core >
 
struct  TGpuParamsTypes< false >
 
struct  TGpuParamsTypes< true >
 
struct  TGpuParams< Core >::TextureData
 Data for a single bound texture. More...
 
class  TGpuParams< Core >
 Templated version of GpuParams that contains functionality for both sim and core thread versions of stored data. More...
 
struct  TGpuParamsType< Core >
 
struct  TGpuParamsType< false >
 
struct  TGpuParamsType< true >
 
class  TGpuParamsSet< Core >
 Contains a set of GpuParams used for a single technique within a Material. More...
 
class  GpuParamsSet
 Sim thread version of TGpuParamsSet<Core>. More...
 
class  GpuParamsSet
 Core thread version of TGpuParamsSet<Core>. More...
 
struct  TGpuPipelineStateTypes< Core >
 Contains all data used by a GPU pipeline state, templated so it may contain both core and sim thread data. More...
 
struct  TGpuPipelineStateTypes< false >
 
struct  TGpuPipelineStateTypes< true >
 
class  TGraphicsPipelineState< Core >
 Templated version of GraphicsPipelineState so it can be used for both core and non-core versions of the pipeline state. More...
 
class  TComputePipelineState< Core >
 Templated version of ComputePipelineState so it can be used for both core and non-core versions of the pipeline state. More...
 
class  GpuResourceData
 You can use this class as a storage for reading and writing from/to various GPU resources. More...
 
class  IResourceListener
 Interface that allows the implementing class to be notified when the resources it is referencing change. More...
 
class  LightBase
 Base class for both sim and core thread Light implementations. More...
 
struct  TGpuParamBlockBufferPtrType< Core >
 
struct  TGpuParamBlockBufferPtrType< false >
 
struct  TGpuParamBlockBufferPtrType< true >
 
struct  TGpuProgramType< Core >
 
struct  TGpuProgramType< false >
 
struct  TGpuProgramType< true >
 
struct  TShaderType< Core >
 
struct  TShaderType< false >
 
struct  TShaderType< true >
 
struct  TGpuParamBlockBufferType< Core >
 
struct  TGpuParamBlockBufferType< false >
 
struct  TGpuParamBlockBufferType< true >
 
struct  TGpuParamsSetType< Core >
 
struct  TGpuParamsSetType< false >
 
struct  TGpuParamsSetType< true >
 
struct  MaterialBase::StructData
 Data used to describe a structure defined within a shader. More...
 
class  MaterialBase
 Material that controls how objects are rendered. More...
 
class  TMaterial< Core >
 Material that controls how objects are rendered. More...
 
struct  TMaterialType< Core >
 
struct  TMaterialType< false >
 
struct  TMaterialType< true >
 
struct  TMaterialParamsType< Core >
 
struct  TMaterialParamsType< false >
 
struct  TMaterialParamsType< true >
 
class  TMaterialDataParam< T, Core >
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamStruct< Core >
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamTexture< Core >
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamLoadStoreTexture< Core >
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamBuffer< Core >
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamSampState< Core >
 A handle that allows you to set a Material parameter. More...
 
class  MeshBase
 Base class all mesh implementations derive from. More...
 
class  MeshBase
 Core version of a class used as a basis for all implemenations of meshes. More...
 
struct  TPassTypes< Core >
 Contains all data used by a pass, templated so it may contain both core and sim thread data. More...
 
struct  TPassTypes< false >
 
struct  TPassTypes< true >
 
class  TPass< Core >
 Class defining a single pass of a technique (of a material). More...
 
class  ReflectionProbeBase
 Base class for both core and sim thread implementations of a reflection probe. More...
 
class  TReflectionProbe< Core >
 Templated base class for both core and sim thread implementations of a reflection probe. More...
 
class  TRenderable< Core >
 Renderable represents any visible object in the scene. More...
 
struct  ResourceHandleData
 Data that is shared between all resource handles. More...
 
class  ResourceHandleBase
 Represents a handle to a resource. More...
 
class  TResourceHandleBase< WeakHandle >
 Represents a handle to a resource. More...
 
class  TResourceHandleBase< true >
 Specialization of TResourceHandleBase for weak handles. More...
 
class  TResourceHandleBase< false >
 Specialization of TResourceHandleBase for normal (non-weak) handles. More...
 
struct  TResourceHandle< T, WeakHandle >::Bool_struct< _Ty >
 
class  TResourceHandle< T, WeakHandle >
 Represents a handle to a resource. More...
 
struct  TSamplerStateType< Core >
 
struct  TSamplerStateType< false >
 
struct  TSamplerStateType< true >
 
struct  TSHADER_DESC< Core >
 Structure used for initializing a shader. More...
 
class  TShader< Core >
 Templated version of Shader used for implementing both sim and core thread variants. More...
 
class  SkyboxBase
 Base class for both core and sim thread implementations of a skybox. More...
 
class  TSkybox< Core >
 Templated base class for both core and sim thread implementations of a skybox. More...
 
class  TechniqueBase
 Base class that is used for implementing both sim and core versions of Technique. More...
 
struct  TPassType< Core >
 
struct  TPassType< false >
 
struct  TPassType< true >
 
struct  TTechniqueType< Core >
 
struct  TTechniqueType< false >
 
struct  TTechniqueType< true >
 
class  TTechnique< Core >
 Templated class that is used for implementing both sim and core versions of Technique. More...
 
class  TextDataBase::TextWord
 Represents a single word as a set of characters, or optionally just a blank space of a certain length. More...
 
struct  TextDataBase::PageInfo
 Contains information about a single texture page that contains rendered character data. More...
 
class  TextDataBase::TextLine
 Represents a single line as a set of words. More...
 
struct  TextDataBase::BufferData
 Stores per-thread memory buffers used to reduce memory allocation. More...
 
class  TextDataBase
 This object takes as input a string, a font and optionally some constraints (like word wrap) and outputs a set of character data you may use for rendering or metrics. More...
 
class  ViewportBase
 Viewport provides you with a way to render to only a part of a RenderTarget. More...
 
class  GUIButtonBase
 Base class for a clickable GUI button element. More...
 
class  GUIElement
 Represents parent class for all visible GUI elements. More...
 
class  GUIElementBase
 Base class for all GUI elements (visible or layout). More...
 
class  GUILayout
 Base class for layout GUI element. More...
 
class  GUIScrollBar
 GUI element representing an element with a draggable handle of a variable size. More...
 
class  GUISlider
 A slider with a draggable handle that can be vertical or horizontal. More...
 
class  EditorWidgetBase
 Editor widget represents a single "window" in the editor. More...
 
class  EditorWindowBase
 A base class for all editor window. More...
 
class  GUIFieldBase
 Base class for all editor GUI fields. More...
 
class  TGUIField< T >
 Templated GUI field class that provides common methods needed for constructing an editor field. More...
 

Typedefs

typedef SPtr< GameObjectInstanceData > GameObjectInstanceDataPtr
 

Enumerations

enum  MaterialDirtyFlags { Normal, ResourceChanged }
 Flags that signal in what way did the Material change. More...
 
enum  RenderableDirtyFlag { Transform = 0x01, Everything = 0x02, Mobility = 0x04 }
 Signals which portion of a Renderable is dirty. More...
 
enum  RenderableAnimType {
  None, Skinned, Morph, SkinnedMorph,
  Count
}
 Type of animation that can be applied to a renderable object. More...
 
enum  SkyboxDirtyFlag { Texture = 0x01, Everything = 0x02 }
 Signals which portion of a skybox is dirty. More...
 

Functions

template<class _Ty1 , bool _Weak1, class _Ty2 , bool _Weak2>
bool operator== (const TResourceHandle< _Ty1, _Weak1 > &_Left, const TResourceHandle< _Ty2, _Weak2 > &_Right)
 Checks if two handles point to the same resource. More...
 
template<class _Ty1 , bool _Weak1, class _Ty2 , bool _Weak2>
bool operator== (const TResourceHandle< _Ty1, _Weak1 > &_Left, std::nullptr_t _Right)
 Checks if a handle is null. More...
 
template<class _Ty1 , bool _Weak1, class _Ty2 , bool _Weak2>
bool operator!= (const TResourceHandle< _Ty1, _Weak1 > &_Left, const TResourceHandle< _Ty2, _Weak2 > &_Right)
 

Enumeration Type Documentation

enum MaterialDirtyFlags
strong

Flags that signal in what way did the Material change.

enum RenderableAnimType
strong

Type of animation that can be applied to a renderable object.

enum RenderableDirtyFlag
strong

Signals which portion of a Renderable is dirty.

enum SkyboxDirtyFlag
strong

Signals which portion of a skybox is dirty.

Function Documentation

bool bs::operator== ( const TResourceHandle< _Ty1, _Weak1 > &  _Left,
const TResourceHandle< _Ty2, _Weak2 > &  _Right 
)

Checks if two handles point to the same resource.

bool bs::operator== ( const TResourceHandle< _Ty1, _Weak1 > &  _Left,
std::nullptr_t  _Right 
)

Checks if a handle is null.