Aeon Engine c550894
AeonGames Open Source Game Engine
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Todo List
Namespace AeonGames

Decouple Protobuf from Renderers and remove Status undefinitions

This code may benefit from ProtoBufHelpers.h, but by doing so, it must become public and aeontool would need to link against the AeonEngine library just for FileExists. Find a workaround?.

Member AeonGames::GetFileExtension (const std::string &aFilePath)
Use splitpath instead?
Member AeonGames::GetProperty (const ComponentPropertyMsg &aComponentPropertyMsg)
Add component and property names to the exception message.
Member AeonGames::Model::Unload () final
refcount Resource Id's?
Member AeonGames::Node::AddComponent (std::unique_ptr< Component > aComponent)
Get Node Data dependencies.
Member AeonGames::Node::GetAABB () const
Decide if transforms should be applied to the AABB and return the result
Member AeonGames::Node::LoopTraverseDFSPreOrder (const std::function< void(Node &) > &aPreamble, const std::function< void(Node &) > &aPostamble)
(EC++ Item 3) This code is the same as the constant overload, but can't easily be implemented in terms of that because of aAction's node parameter needs to also be const.
Member AeonGames::Node::SetGlobalTransform (const Transform &aTransform)
Although this->mLocalTransform has already been computed think about removing the check and let it be recomputed, it may be faster than the branch that needs to run for each node and is false only once.
Member AeonGames::OpenGLMaterial::Bind (const OpenGLPipeline &aPipeline) const
Material format does not currently support non block uniforms.
Member AeonGames::OpenGLTexture::OpenGLTexture (OpenGLRenderer &aOpenGLRenderer, const Texture &aTexture)
decide if this should be a separate variable
Member AeonGames::OpenGLWindow::Render (const Matrix4x4 &aModelMatrix, const Mesh &aMesh, const Pipeline &aPipeline, const Material *aMaterial=nullptr, const BufferAccessor *aSkeleton=nullptr, Topology aTopology=Topology::TRIANGLE_LIST, uint32_t aVertexStart=0, uint32_t aVertexCount=0xffffffff, uint32_t aInstanceCount=1, uint32_t aFirstInstance=0) const
Add some sort of way to make use of the aFirstInstance parameter
Member AeonGames::operator "_mgk" (const char *literal, const std::size_t) noexcept
add support for Big Endian
Member AeonGames::Scene::Scene ()
implement Linear Octrees: https://geidav.wordpress.com/2014/08/18/advanced-octrees-2-node-representations/
Member AeonGames::Scene::SetCamera (Node *aNode)
Need a way to uniquely identify nodes for messaging and camera assignment.
Member AeonGames::Texture::WritePixels (int32_t aXOffset, int32_t aYOffset, uint32_t aWidth, uint32_t aHeight, Format aFormat, Type aType, const uint8_t *aPixels)
Implement format-type translation.
Member AeonGames::Topology
This enum should be moved to a place where it makes more sence, like mesh metadata.
Member AeonGames::VulkanFrameBuffer::LoadFromPBMsg (const FrameBufferMsg &aFrameBufferMsg)
Write Me
Member AeonGames::VulkanFrameBuffer::Unload ()
Write Me
Member AeonGames::VulkanRenderer::SetClearColor (void *aWindowId, float R, float G, float B, float A) final
finish this
Member AeonGames::VulkanTexture::VulkanTexture (const VulkanRenderer &aVulkanRenderer, const Texture &aTexture)
Use format and type as well as GetPixelSize()
Member AeonGames::VulkanWindow::BeginRender ()
Allow for changing the clear values.
Member Multiply3x3Matrix (float *A, float *B, float *dst)
What's faster? copying both matrices and storing the result in dst or storing results in a separate matrix and then copy?
Member MultVector3x3Matrix (float *v, float *m, float *out)
Column mayor?
Member MultVector4x4Matrix (const float *v, const float *m, float *out)
Column mayor?