RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <qglgameviewport.h>
Signals | |
void | afterInitializeGL (QGLGameViewport *game_viewport) |
Public Member Functions | |
QGLGameViewport (CLScene *collada_scene, QGLWidget *shared_widget) | |
void | setColladaScene (CLScene *collada_scene) |
CLScene * | colladaScene () const |
~QGLGameViewport () | |
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QGLBaseViewport (QWidget *parent, QGLWidget *shared_widget) | |
QGLViewportDrawMode | drawMode () const |
void | setDrawMode (const QGLViewportDrawMode &value) |
bool | hasFocus () const |
virtual void | paintGL () |
~QGLBaseViewport () | |
Protected Member Functions | |
virtual void | initializeGL () |
virtual void | preDraw () |
virtual void | step () |
virtual void | customDraw () |
virtual void | postDraw () |
virtual void | drawSkybox () |
virtual void | drawWorldAxis () |
virtual void | drawGameObject (CGameObject *game_object) |
virtual void | drawCrosshair () |
void | bindTextures () |
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void | recalculateAspectRatio () |
virtual void | resizeGL (int, int) |
void | mousePressEvent (QMouseEvent *event) |
virtual void | focusInEvent (QFocusEvent *) |
virtual void | focusOutEvent (QFocusEvent *) |
Protected Attributes | |
CLScene * | m_colladaScene |
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GLdouble | m_projectionRatio |
QPoint | m_lastPos |
QColor | m_clearColor |
Matrix4 | m_modelViewMatrix |
QGLShaderProgram * | m_selectedProgram |
QGLShaderProgram * | m_texturedProgram |
QGLShaderProgram * | m_solidColorsProgram |
Additional Inherited Members | |
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enum | QGLViewportDrawMode { WIRED, SOLID, TEXTURED } |
Definition at line 41 of file qglgameviewport.h.
QGLGameViewport::QGLGameViewport | ( | CLScene * | collada_scene, |
QGLWidget * | shared_widget | ||
) |
Definition at line 46 of file qglgameviewport.cpp.
QGLGameViewport::~QGLGameViewport | ( | ) |
Definition at line 223 of file qglgameviewport.cpp.
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signal |
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protected |
Binds all textures to the OpenGL context. It works but it is not the best approach. Most of the textures may never be used in the game scene. This method is just a leftover, now I don't have time to code a better approach.
Definition at line 186 of file qglgameviewport.cpp.
CLScene * QGLGameViewport::colladaScene | ( | ) | const |
Definition at line 61 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented from QGLBaseViewport.
Reimplemented in QGLGameEditorViewport.
Definition at line 138 of file qglgameviewport.cpp.
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protectedvirtual |
Draws the crosshair during gameplay TODO The crosshair must be drawn using a SpriteRenderer/GUIManager or something more appropiate, this is just a workaround.
Reimplemented in QGLGameEditorViewport.
Definition at line 203 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented in QGLGameEditorViewport.
Definition at line 89 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented in QGLGameEditorViewport.
Definition at line 67 of file qglgameviewport.cpp.
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protectedvirtual |
Definition at line 76 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented from QGLBaseViewport.
Definition at line 115 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented from QGLBaseViewport.
Reimplemented in QGLGameEditorViewport.
Definition at line 176 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented from QGLBaseViewport.
Reimplemented in QGLGameEditorViewport.
Definition at line 128 of file qglgameviewport.cpp.
void QGLGameViewport::setColladaScene | ( | CLScene * | collada_scene | ) |
Definition at line 54 of file qglgameviewport.cpp.
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protectedvirtual |
Reimplemented from QGLBaseViewport.
Reimplemented in QGLGameEditorViewport.
Definition at line 109 of file qglgameviewport.cpp.
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protected |
Definition at line 80 of file qglgameviewport.h.