Rasterfarm-SDK
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engine.h File Reference
#include "error.h"
#include "circulator.h"
#include "dynamictype.hpp"
#include "garbage.h"
#include "resourcemanager.h"
#include "matrix.h"
#include "vector.h"
#include "bezier.h"
#include "implementation.h"
#include "framebuffer.h"
#include "uniform.h"
#include "timer.h"
#include "glsl/shader.h"
#include "glsl/vertexbuffer.h"
#include "glsl/elementbuffer.h"
#include "glsl/attributebuffer.h"
#include "input/event.h"
#include "input/eventhandler.h"
#include "shape/primitive/contour.h"
#include "shape/primitive/primitive2d.h"
#include "shape/primitive/2d/triangle.h"
#include "shape/primitive/2d/polygon.h"
#include "shape/primitive/2d/ray.h"
#include "shape/primitive/2d/segment.h"
#include "shape/primitive/2d/capsule.h"
#include "shape/primitive/2d/circle.h"
#include "shape/primitive/3d/aaboundingbox.h"
#include "shape/primitive/2d/distance.h"
#include "shape/primitive/2d/intersect.h"
#include "shape/primitive/primitive3d.h"
#include "shape/primitive/3d/triangle.h"
#include "shape/primitive/3d/polygon.h"
#include "shape/primitive/3d/ray.h"
#include "shape/primitive/3d/segment.h"
#include "shape/primitive/3d/sphere.h"
#include "shape/primitive/3d/capsule.h"
#include "shape/primitive/3d/intersect.h"
#include "shape/primitive/3d/distance.h"
#include "shape/primitive/3d/closestpoint.h"
#include "shape/mesh/halfedge.h"
#include "shape/mesh/triangle.h"
#include "shape/mesh/face.h"
#include "shape/mesh/mesh.h"
#include "shape/geometry.h"
#include "shape/skeletal.h"
#include "shape/triangle.h"
#include "shape/quad.h"
#include "shape/cuboid.h"
#include "shape/sphere.h"
#include "shape/uvsphere.h"
#include "shape/disk.h"
#include "shape/cone.h"
#include "shape/texturedtext.h"
#include "shape/polygonaltext.h"
#include "shape/shadowvolume.h"
#include "shape/wavefront.h"
#include "shape/wire.h"
#include "texture/texture.h"
#include "texture/textureimage.h"
#include "texture/jpegimage.h"
#include "texture/pngimage.h"
#include "texture/tgaimage.h"
#include "texture/tgacompressedimage.h"
#include "texture/tgauncompressedimage.h"
#include "font/font.h"
#include "font/texturedfont.h"
#include "font/polygonalfont.h"
#include "font/ftfont.h"
#include "surface/render/component.h"
#include "surface/render/normal.h"
#include "surface/render/normalvertex.h"
#include "surface/render/normalmatrix.h"
#include "surface/render/color/texel/sampler.h"
#include "surface/render/color/texel/texture.h"
#include "surface/render/color/texel/texture2d.h"
#include "surface/render/color/texel/shadow2d.h"
#include "surface/render/color/texel/reflection2d.h"
#include "surface/render/color/texel/normal2d.h"
#include "surface/render/color/texel/nn2d.h"
#include "surface/render/color/texel/texturecube.h"
#include "surface/render/color/texel/gaussianblur/blurhorizontal2d5.h"
#include "surface/render/color/texel/gaussianblur/blurvertical2d5.h"
#include "surface/render/color/texel/gaussianblur/blurhorizontal2d9.h"
#include "surface/render/color/texel/gaussianblur/blurvertical2d9.h"
#include "surface/render/color/texel/gaussianblur/blurhorizontal2d15.h"
#include "surface/render/color/texel/gaussianblur/blurvertical2d15.h"
#include "surface/render/color/pixel/factor.h"
#include "surface/render/color/pixel/uniformopacity.h"
#include "surface/render/color/pixel/uniform.h"
#include "surface/render/color/pixel/skeletal.h"
#include "surface/render/color/pixel/vertex.h"
#include "surface/render/color/pixel/light.h"
#include "surface/render/color/pixel/pointlight.h"
#include "surface/render/color/function/filter.h"
#include "surface/render/color/function/alphatest.h"
#include "surface/render/color/function/alphatocolor.h"
#include "surface/render/model/position.h"
#include "surface/render/model/projection.h"
#include "surface/render/model/skeletal.h"
#include "surface/render/model/smooth/bezierquadratic.h"
#include "surface/material.h"
#include "surface/shadowvolume.h"
#include "surface/blur.h"
#include "schedule/schedule.h"
#include "schedule/frame.h"
#include "schedule/task.h"
#include "schedule/sequence/interpolation/interpolation.h"
#include "schedule/sequence/sequence.h"
#include "schedule/sequence/animation.h"
#include "schedule/sequence/translation.h"
#include "schedule/sequence/scale.h"
#include "schedule/sequence/rotation.h"
#include "schedule/sequence/transform.h"
#include "schedule/sequence/position.h"
#include "raster/node.h"
#include "raster/geometric/geometricbase.h"
#include "raster/geometric/geometric.h"
#include "raster/geometric/texturedtext.h"
#include "raster/geometric/polygonaltext.h"
#include "raster/light.h"
#include "raster/camera.h"
#include "raster/cameratracker.h"
#include "raster/cameratrackermulti.h"
#include "raster/iqmfactory.h"
#include "raster/scene/scene.h"
#include "raster/scene/frustum.h"
#include "raster/scene/ortho.h"
#include "raster/scene/shadowmap.h"
#include "raster/scene/reflectionmap.h"
#include "raster/scene/physical.hpp"
#include "physics/tree.h"
#include "physics/aaboxtree.h"
#include "physics/aacubetree.h"
#include "physics/quadtree.h"
#include "physics/cubetree.h"

Namespaces

namespace  Engine
 API for creating Applications and rasterization-engines.
 

Macros

#define ENGINE_NAMESPACE_BEGIN   namespace Engine {
 
#define ENGINE_NAMESPACE_END   }
 

Macro Definition Documentation

◆ ENGINE_NAMESPACE_BEGIN

#define ENGINE_NAMESPACE_BEGIN   namespace Engine {

◆ ENGINE_NAMESPACE_END

#define ENGINE_NAMESPACE_END   }