Conquer Space 0.0.0
A space themed grand strategy game set in the near future, with realistic orbital mechanics, and an emphasis on economics and politics.
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Classes | |
class | ALAudioAsset |
class | Asset |
The base class for assets. More... | |
class | AssetLoader |
class | AssetManager |
class | AssetPrototype |
class | AudioAsset |
class | BinaryAsset |
struct | Character |
class | CubemapPrototype |
class | Font |
class | FontPrototype |
class | HjsonAsset |
class | ImagePrototype |
class | IOStream |
class | IOSystem |
class | IVirtualDirectory |
Meant to list all the files and sub files in the directory. This is sort of a replacement for directory iterator. If you want to cd a directory, just access it from the initial file system, I guess. More... | |
class | IVirtualFile |
class | IVirtualFileSystem |
The main functionality for this is to read files, so writing to files will not really be supported. More... | |
struct | Material |
struct | MaterialPrototype |
struct | MaterialTextureStack |
struct | MeshPrototype |
struct | Model |
struct | ModelLoader |
struct | ModelMesh |
struct | ModelPrototype |
struct | ModelTexturePrototype |
class | NativeDirectory |
class | NativeFile |
class | NativeFileSystem |
class | Package |
class | PackagePrototype |
class | PathedTextAsset |
Text asset which remembers what it's path is. More... | |
class | QueueHolder |
class | Shader |
class | ShaderDefinition |
class | ShaderProgram |
A shader program. More... | |
class | ShaderPrototype |
class | TextAsset |
class | TextDirectoryAsset |
Asset to store a directory of text files, and remembers the path of the assets. More... | |
class | Texture |
struct | TextureLoadingOptions |
class | ThreadsafeQueue |
struct | Vertex |
class | VirtualMounter |
Typedefs | |
typedef std::shared_ptr< IVirtualFile > | IVirtualFilePtr |
typedef std::shared_ptr< IVirtualDirectory > | IVirtualDirectoryPtr |
typedef std::shared_ptr< ModelMesh > | ModelMesh_t |
typedef std::shared_ptr< ShaderProgram > | ShaderProgram_t |
The preferred way of using a shader program. More... | |
Enumerations | |
enum class | AssetType { NONE , TEXTURE , SHADER , HJSON , TEXT , MODEL , FONT , CUBEMAP , TEXT_ARRAY , AUDIO , SHADER_DEFINITION , SCRIPT , BINARY } |
enum | PrototypeType { NONE = 0 , NONE , TEXTURE , TEXTURE , SHADER , SHADER , FONT , FONT , CUBEMAP , CUBEMAP , MODEL , MODEL } |
enum | FileModes { Text = 0 , Binary = 1 << 0 } |
enum class | Offset { Beg , End , Cur } |
enum class | ShaderType { NONE , VERT , FRAG , GEOM } |
Functions | |
AssetType | FromString (const std::string &name) |
Converts asset type names to asset types More... | |
std::string | ToString (AssetType type) |
Converts asset type to asset type names for display More... | |
std::string | GetShaderCode (const std::string &identifier) |
void | MakeShader (const Hjson::Value &hjson) |
void | GenerateMesh (engine::Mesh &mesh, std::vector< Vertex > vertices, std::vector< unsigned int > indices) |
void | LoadModelPrototype (ModelPrototype *prototype, Model *asset) |
void | LoadModelData (engine::Mesh *mesh, std::vector< Vertex > &vertices, std::vector< unsigned int > &indices) |
std::vector< uint8_t > | ReadAllFromVFile (IVirtualFile *) |
Reads all the data from the virtual file. More... | |
std::string | ReadAllFromVFileToString (IVirtualFile *file) |
Don't really want this, but ah well, it cannot be helped. More... | |
std::string | GetFilename (const std::string &path) |
Gets filename from path. More... | |
std::string | GetParentPath (const std::string &path) |
std::unique_ptr< AudioAsset > | LoadOgg (std::ifstream &input) |
std::unique_ptr< AudioAsset > | LoadOgg (uint8_t *buffer, int size) |
ShaderProgram_t | MakeShaderProgram (Shader &vert, Shader &frag) |
Helper function to create a shader program. More... | |
ShaderProgram_t | MakeShaderProgram (Shader &vert, Shader &frag, Shader &geom) |
Helper function to create a shader program with a geometry shader. More... | |
unsigned int | LoadShaderData (const std::string &code, int type) |
unsigned int | MakeShaderProgram (int vertex, int fragment, int geometry=-1) |
std::string | GetErrorLog (unsigned int shader) |
Get the issues of the shader, up to 1024 characters of it. More... | |
void | LoadFontData (Font &font, unsigned char *fontBuffer, uint64_t size) |
void | RenderText (cqsp::asset::ShaderProgram &shader, Font &font, std::string text, float x, float y, float scale, glm::vec3 color) |
unsigned int | CreateTexture (unsigned char *data, int width, int height, int components, const TextureLoadingOptions &options) |
void | CreateTexture (Texture &texture, unsigned char *data, int width, int height, int components, const TextureLoadingOptions &options=TextureLoadingOptions()) |
void | LoadCubemapData (Texture &texture, std::vector< unsigned char * > &faces, int width, int height, int components, TextureLoadingOptions &options) |
bool | SaveImage (const char *path, int width, int height, int components, const unsigned char *data, bool flip=true) |
typedef std::shared_ptr<IVirtualDirectory> cqsp::asset::IVirtualDirectoryPtr |
typedef std::shared_ptr<IVirtualFile> cqsp::asset::IVirtualFilePtr |
typedef std::shared_ptr<ModelMesh> cqsp::asset::ModelMesh_t |
typedef std::shared_ptr<ShaderProgram> cqsp::asset::ShaderProgram_t |
The preferred way of using a shader program.
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strong |
Enumerator | |
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NONE | |
TEXTURE |
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SHADER |
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HJSON |
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TEXT |
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MODEL | Not supported yet. |
FONT |
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CUBEMAP |
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TEXT_ARRAY |
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AUDIO |
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SHADER_DEFINITION |
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SCRIPT | |
BINARY |
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strong |
Enumerator | |
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NONE | |
NONE | |
TEXTURE | texture prototype |
TEXTURE |
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SHADER | shader prototype |
SHADER |
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FONT | Font prototype. |
FONT |
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CUBEMAP | cubemap prototype |
CUBEMAP |
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MODEL | Model prototype. |
MODEL | Not supported yet. |
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strong |
Enumerator | |
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NONE | Invalid shader. |
VERT | Vertex shader. |
FRAG | Fragment shader. |
GEOM | Geometry shader. |
void cqsp::asset::CreateTexture | ( | Texture & | texture, |
unsigned char * | data, | ||
int | width, | ||
int | height, | ||
int | components, | ||
const TextureLoadingOptions & | options = TextureLoadingOptions() |
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unsigned int cqsp::asset::CreateTexture | ( | unsigned char * | data, |
int | width, | ||
int | height, | ||
int | components, | ||
const TextureLoadingOptions & | options | ||
) |
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inline |
Converts asset type names to asset types
name |
void cqsp::asset::GenerateMesh | ( | engine::Mesh & | mesh, |
std::vector< Vertex > | vertices, | ||
std::vector< unsigned int > | indices | ||
) |
std::string cqsp::asset::GetErrorLog | ( | unsigned int | shader | ) |
Get the issues of the shader, up to 1024 characters of it.
shader | shader id |
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inline |
Gets filename from path.
path |
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inline |
std::string cqsp::asset::GetShaderCode | ( | const std::string & | identifier | ) |
void cqsp::asset::LoadCubemapData | ( | Texture & | texture, |
std::vector< unsigned char * > & | faces, | ||
int | width, | ||
int | height, | ||
int | components, | ||
TextureLoadingOptions & | options | ||
) |
void cqsp::asset::LoadFontData | ( | Font & | font, |
unsigned char * | fontBuffer, | ||
uint64_t | size | ||
) |
void cqsp::asset::LoadModelData | ( | engine::Mesh * | mesh, |
std::vector< Vertex > & | vertices, | ||
std::vector< unsigned int > & | indices | ||
) |
void cqsp::asset::LoadModelPrototype | ( | ModelPrototype * | prototype, |
Model * | asset | ||
) |
std::unique_ptr< AudioAsset > cqsp::asset::LoadOgg | ( | std::ifstream & | input | ) |
std::unique_ptr< AudioAsset > cqsp::asset::LoadOgg | ( | uint8_t * | buffer, |
int | size | ||
) |
unsigned int cqsp::asset::LoadShaderData | ( | const std::string & | code, |
int | type | ||
) |
void cqsp::asset::MakeShader | ( | const Hjson::Value & | hjson | ) |
unsigned int cqsp::asset::MakeShaderProgram | ( | int | vertex, |
int | fragment, | ||
int | geometry = -1 |
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) |
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inline |
Helper function to create a shader program.
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inline |
Helper function to create a shader program with a geometry shader.
std::vector< uint8_t > cqsp::asset::ReadAllFromVFile | ( | IVirtualFile * | ) |
Reads all the data from the virtual file.
std::string cqsp::asset::ReadAllFromVFileToString | ( | IVirtualFile * | file | ) |
Don't really want this, but ah well, it cannot be helped.
void cqsp::asset::RenderText | ( | cqsp::asset::ShaderProgram & | shader, |
Font & | font, | ||
std::string | text, | ||
float | x, | ||
float | y, | ||
float | scale, | ||
glm::vec3 | color | ||
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bool cqsp::asset::SaveImage | ( | const char * | path, |
int | width, | ||
int | height, | ||
int | components, | ||
const unsigned char * | data, | ||
bool | flip = true |
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) |
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inline |
Converts asset type to asset type names for display
name |