Here are the classes, structs, unions and interfaces with brief descriptions:
Application | Main re-sizable window which contains the GLWidget |
Effect | Encapsulation of what an effect represents within this context effects have a shader, an output and several sources |
FrameBufferObject | A glFBO wrapper for setting up and managing off screen rendering to multiple render targets |
Frustum | A generic frustum class that can be generated from any Projview, contains basic point and Bbox culling methods |
GLWindow | The GLWidget for updating the drawing of our scene |
LightingManager | |
LightManager | Manage all the application lights through this |
Frustum::Plane | Basic structure for plane equation ax+by+cz+d = 0 |
PointLight | Deferred PointLight class using simple geometry to send to the GPU for per-pixel lighting |
PostProcessor | Controller for the post process effects in your application |
Scene | A demo scene class for exhibiting this deferred renderer |
ScreenQuad | A screenquad for drawing textures onto quads for projection |
ShadowSpot | Shadow casting spotlight |
SpotLight | Spotlight for deferred lighting |
Texture | Wrapper for a GL texture |
TextureManager | Container and manager for all the application textures |