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OpenPolygon is a Rendering Engine
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include
Manager
scenemanager.h
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/*
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Copyright (C) 2014 - 2016 Mutzii
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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//#ifndef SCENEMANAGER_H
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//#define SCENEMANAGER_H
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//#include "index.h"
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//#include "entitymanager.h"
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//#include "overlaymanager.h"
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//#include "shadermanager.h"
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//#include "rendermanager.h"
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//#include "animationmanager.h"
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//#include "cameramanager.h"
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//#include "lightmanager.h"
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//#include "attributemanager.h"
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//#include "meshmanager.h"
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//#include "light.h"
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//#include "displaymanager.h"
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//#include "elementmanager.h"
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//namespace Engine
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//{
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// /*!
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// * Managemant of Scene
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// *
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// * - create a FrameBuffer Scene
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// *
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// * - create Elements
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// * - create Entitys
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// * - create Position
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// * - create Animation
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// * - create Shader
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// * - create Light
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// * - create Mesh
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// *
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// * - attach Objects to Entitys or Elements
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// * - dettach ( ToDo... )
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// *
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// * \brief The SceneManager class
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// */
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// class SceneManager
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// {
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// private:
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// static SceneManager * ptrInstance; /*!< SceneManager Instance */
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// /*!
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// * Default Constructor
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// * \brief SceneManager
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// */
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// SceneManager();
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// SceneManager(const SceneManager &){}
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// void operator=(const SceneManager &){}
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// public:
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// //available Shaders
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// enum
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// {
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// SHADER_ANIMATION ,
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// SHADER_COLOR ,
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// SHADER_CUBE ,
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// SHADER_DISPLACE ,
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// SHADER_FONT ,
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// SHADER_TEXTURE ,
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// SHADER_LIGHT ,
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// SHADER_SHADOW ,
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// SHADER_POSITION ,
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// SHADER_SCREEN ,
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// SHADER_OVERLAY_SCREEN
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// };
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// //available Passes
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// enum
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// {
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// PASS_LIGHT ,
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// PASS_SHADOW
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// };
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// /*!
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// * Return SceneManager Instance
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// * \brief getSingletonPtr
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// * \return
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// */
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// static SceneManager * getSingletonPtr();
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// /* NEW */
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// /*!
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// * Create Managers
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// * \brief initialize
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// */
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// void initialize(void);
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// /*!
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// * Create a Entity
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// * \brief createEntity
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// * \return
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// */
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// Entity * createEntity( void );
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// /*!
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// * Create a Element
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// * \brief createElement
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// * \return
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// */
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// Element * createElement( void );
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// /*!
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// * Create a Light
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// * \brief createLight
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// * \param light_name
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// * \return
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// */
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// Light * createLight ( const std::string & light_name );
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// /*!
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// * Create a Shader
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// * \brief createShader
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// * \param shader_name
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// * \return
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// */
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// IShader * createShader( const std::string & shader_name );
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// /*!
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// * Create a Mesh
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// * \brief createMesh
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// * \param resource_file
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// * \return
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// */
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// Mesh * createMesh ( const std::string & resource_file );
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// Mesh * createNewMesh( const std::string & resource_file );
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// /*!
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// * Create a Position
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// * \brief createPosition
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// * \return
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// */
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// Position * createPosition(void);
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// /*!
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// * Add a Shader Source to Empty Shader Object
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// * \brief addSource
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// * \param shader
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// * \param enum_id
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// */
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// void addSource ( IShader * shader , uint enum_shader_id );
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// void addSourceARB( IShader * shader , uint enum_shader_id );
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// /* ATTACH */
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// /*!
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// * Attach a Component to Entity
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// * \brief attach
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// * \param entity
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// * \param store
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// */
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// void attach( Entity * entity , IComponent<Entity> * com );
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// /*!
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// * Attach a Component to Element
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// * \brief attach
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// * \param element
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// * \param store
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// */
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// void attach( Element * element , IComponent<Element> * com );
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// /*!
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// * Dettach Store from Element
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// * \brief dettach
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// * \param component_id
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// */
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// void dettach( uint component_id );
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// };
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//}
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//#endif // SCENEMANAGER_H
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