diff --git a/Camera_8h_source.html b/Camera_8h_source.html index 1c35f3e..efdaaec 100644 --- a/Camera_8h_source.html +++ b/Camera_8h_source.html @@ -116,8 +116,8 @@
vk2dCameraUpdate
void vk2dCameraUpdate(VK2DCameraIndex index, VK2DCameraSpec spec)
Updates a camera with new positional data.
Structs.h
Forward declares struct typedefs.
VK2DCameraState
VK2DCameraState
The state a camera is in.
Definition: Structs.h:85
-
VK2DCameraIndex
int32_t VK2DCameraIndex
Type used for referencing cameras.
Definition: Structs.h:165
-
VK2DCameraSpec
Camera information.
Definition: Structs.h:239
+
VK2DCameraIndex
int32_t VK2DCameraIndex
Type used for referencing cameras.
Definition: Structs.h:181
+
VK2DCameraSpec
Camera information.
Definition: Structs.h:255
diff --git a/Model_8h_source.html b/Model_8h_source.html index e6c0803..d2f1f17 100644 --- a/Model_8h_source.html +++ b/Model_8h_source.html @@ -113,7 +113,7 @@
vk2dModelFrom
VK2DModel vk2dModelFrom(const void *objFile, uint32_t objFileSize, VK2DTexture texture)
Loads a .obj model from a binary buffer.
vk2dModelLoad
VK2DModel vk2dModelLoad(const char *objFile, VK2DTexture texture)
Loads a model from a .obj file.
Structs.h
Forward declares struct typedefs.
-
VK2DVertex3D
Vertex data for 3D models.
Definition: Structs.h:174
+
VK2DVertex3D
Vertex data for 3D models.
Definition: Structs.h:190
diff --git a/Polygon_8h_source.html b/Polygon_8h_source.html index a49944d..d190656 100644 --- a/Polygon_8h_source.html +++ b/Polygon_8h_source.html @@ -112,8 +112,8 @@
vk2dPolygonCreate
VK2DPolygon vk2dPolygonCreate(vec2 *vertices, uint32_t vertexCount)
Creates a polygon with specified vertices for drawing (use vk2dRendererSetColourMod to change colours...
vk2dPolygonShapeCreateRaw
VK2DPolygon vk2dPolygonShapeCreateRaw(VK2DVertexColour *vertexData, uint32_t vertexCount)
Creates a polygon for the shapes pipeline (should be triangulated)
Structs.h
Forward declares struct typedefs.
-
vec2
float vec2[2]
2D vector of floats
Definition: Structs.h:150
-
VK2DVertexColour
Vertex data for rendering shapes.
Definition: Structs.h:168
+
vec2
float vec2[2]
2D vector of floats
Definition: Structs.h:166
+
VK2DVertexColour
Vertex data for rendering shapes.
Definition: Structs.h:184
diff --git a/Renderer_8h.html b/Renderer_8h.html index ad7af37..59d79be 100644 --- a/Renderer_8h.html +++ b/Renderer_8h.html @@ -358,6 +358,18 @@ void vk2dSleep (double seconds)  Combines busy loops and SDL_Delay for a more accurate sleep function. More...
  +VK2DStatus vk2dStatus () + Gets the renderer's current status code. More...
+  +bool vk2dStatusFatal () + Returns true if the current status code should be considered fatal. More...
+  +const char * vk2dStatusMessage () + Returns the current renderer status message, generally use this if vk2dGetStatus() returns something other than VK2D_STATUS_NONE. More...
+  +const char * vk2dHostInformation () + Returns a string detailing information about the host machine. More...

Detailed Description

The main renderer that handles all rendering.

@@ -1011,6 +1023,27 @@

+

◆ vk2dHostInformation()

+ +
+
+ + + + + + + +
const char* vk2dHostInformation ()
+
+ +

Returns a string detailing information about the host machine.

+
Returns
A string detailing information about the host machine
+
Warning
Will simply return an empty string before VK2D is initialized
+
@@ -2593,7 +2626,9 @@

Returns
Returns a VK2DResult enum

GPUs are not guaranteed to support certain screen modes and msaa levels (integrated gpus often don't support triple buffering, 32x msaa is not terribly common), so if you request something that isn't supported, the next best thing is used in its place.

-

VK2DStartupOptions lets you control how some meta things in the renderer, such as whether or not to enable stdout logging or enable the Vulkan validation layers. Leave this null for options that would generally be fine for most things.

+

VK2DStartupOptions lets you control how some meta things in the renderer, such as whether or not to enable stdout logging or enable the Vulkan validation layers. Leave this null for options that would generally be fine for most things.

+

The following are default values for VK2DStartupOptions if none are provided:

+

enableDebug defaults to false stdoutLogging defaults to true quitOnError defaults to true errorFile defaults to "vk2derror.txt" loadCustomShaders defaults to false vramPageSize defaults to 256 * 1000, setting this to 0 also uses 256 * 1000

@@ -2876,6 +2911,68 @@

+

◆ vk2dStatus()

+ +
+
+ + + + + + + +
VK2DStatus vk2dStatus ()
+
+ +

Gets the renderer's current status code.

+
Returns
Returns the most recent status code
+ +
+
+ +

◆ vk2dStatusFatal()

+ +
+
+ + + + + + + +
bool vk2dStatusFatal ()
+
+ +

Returns true if the current status code should be considered fatal.

+
Returns
Returns if the current renderer status is fatal.
+

If you have VK2DStartupOptions.quitOnError set to true (which is the default option) a fatal status would have already crashed the program before you can check this. You may, however, choose to disable crashing on an error and quit gracefully on your own in which case this is very helpful. Some status are not considered fatal, like if a texture file is missing so you should use this to check for critical errors and not vk2dStatus().

+ +
+
+ +

◆ vk2dStatusMessage()

+ +
+
+ + + + + + + +
const char* vk2dStatusMessage ()
+
+ +

Returns the current renderer status message, generally use this if vk2dGetStatus() returns something other than VK2D_STATUS_NONE.

+
Returns
Returns a message describing the most recent status code.
+

Usually the status code is descriptive enough to figure out what happened but this can be helpful for a user facing error message. This is automatically put to a file if VK2DStartupOptions.errorFile is a valid filename.

+
diff --git a/Renderer_8h.js b/Renderer_8h.js index f0c262a..1719c3c 100644 --- a/Renderer_8h.js +++ b/Renderer_8h.js @@ -29,6 +29,7 @@ var Renderer_8h = [ "vk2dColourHex", "Renderer_8h.html#a178031ff753290cdfe596ab0e8df8704", null ], [ "vk2dColourInt", "Renderer_8h.html#abfcde7cb2ff128172d69feb2800db90a", null ], [ "vk2dColourRGBA", "Renderer_8h.html#aee3e036fb150542075841732f0403459", null ], + [ "vk2dHostInformation", "Renderer_8h.html#af0b39d04acd341f61960e3a38ae3a2f7", null ], [ "vk2dInstanceSet", "Renderer_8h.html#ae64d979bebe3632caa07e58526da77ab", null ], [ "vk2dInstanceSetFast", "Renderer_8h.html#a398fdee3268427d1945533893aaff7a7", null ], [ "vk2dInstanceUpdate", "Renderer_8h.html#a451610e6a41015e2add86fd3b0f46f44", null ], @@ -70,5 +71,8 @@ var Renderer_8h = [ "vk2dRendererStartFrame", "Renderer_8h.html#acd9e5db6b796040b3537c70b86f36dce", null ], [ "vk2dRendererUnlockCameras", "Renderer_8h.html#a099da58e901b3d04b8b01c3b71db8a57", null ], [ "vk2dRendererWait", "Renderer_8h.html#ad315ba5589fb95590e131ffe6ce890ed", null ], - [ "vk2dSleep", "Renderer_8h.html#a58fd89a3f92e6edb6865ae4932d56a10", null ] + [ "vk2dSleep", "Renderer_8h.html#a58fd89a3f92e6edb6865ae4932d56a10", null ], + [ "vk2dStatus", "Renderer_8h.html#ae6182d5644eaa0985ccbeccfc7849063", null ], + [ "vk2dStatusFatal", "Renderer_8h.html#a4ce46cb99871a73f14142f38383b5a79", null ], + [ "vk2dStatusMessage", "Renderer_8h.html#ad199f09ce00cb06b878fe9dfded5be79", null ] ]; \ No newline at end of file diff --git a/Renderer_8h_source.html b/Renderer_8h_source.html index 5575088..2117a5c 100644 --- a/Renderer_8h_source.html +++ b/Renderer_8h_source.html @@ -97,164 +97,172 @@
9 extern "C" {
10 #endif
11 
-
25 VK2DResult vk2dRendererInit(SDL_Window *window, VK2DRendererConfig config, VK2DStartupOptions *options);
-
26 
- -
31 
- -
34 
-
38 VK2DRenderer vk2dRendererGetPointer();
-
39 
- -
47 
- -
53 
- -
60 
-
65 void vk2dRendererStartFrame(const vec4 clearColour);
-
66 
- +
35 VK2DResult vk2dRendererInit(SDL_Window *window, VK2DRendererConfig config, VK2DStartupOptions *options);
+
36 
+ +
41 
+ +
44 
+
48 VK2DRenderer vk2dRendererGetPointer();
+
49 
+ +
57 
+ +
63 
+
70 
-
73 VK2DLogicalDevice vk2dRendererGetDevice();
-
74 
-
81 void vk2dRendererSetTarget(VK2DTexture target);
-
82 
- -
86 
- -
90 
- -
94 
- +
75 void vk2dRendererStartFrame(const vec4 clearColour);
+
76 
+ +
80 
+
83 VK2DLogicalDevice vk2dRendererGetDevice();
+
84 
+
91 void vk2dRendererSetTarget(VK2DTexture target);
+
92 
+ +
96 
+
100 
-
109 void vk2dRendererSetTextureCamera(bool useCameraOnTextures);
+ +
104 
+
110 
- -
114 
- -
122 
- -
126 
- -
130 
- -
133 
- +
119 void vk2dRendererSetTextureCamera(bool useCameraOnTextures);
+
120 
+ +
124 
+ +
132 
+
136 
- -
139 
- + +
140 
+
143 
-
152 void vk2dRendererDrawRectangle(float x, float y, float w, float h, float r, float ox, float oy);
+ +
146 
+ +
149 
+
153 
-
163 void vk2dRendererDrawRectangleOutline(float x, float y, float w, float h, float r, float ox, float oy, float lineWidth);
-
164 
-
169 void vk2dRendererDrawCircle(float x, float y, float r);
-
170 
-
176 void vk2dRendererDrawCircleOutline(float x, float y, float r, float lineWidth);
-
177 
-
183 void vk2dRendererDrawLine(float x1, float y1, float x2, float y2);
-
184 
-
198 void vk2dRendererDrawTexture(VK2DTexture tex, float x, float y, float xscale, float yscale, float rot, float originX,
-
199  float originY, float xInTex, float yInTex, float texWidth, float texHeight);
-
200 
-
212 void vk2dRendererDrawInstanced(VK2DTexture tex, VK2DDrawInstance *instances, uint32_t count);
-
213 
-
229 void
-
230 vk2dRendererDrawShader(VK2DShader shader, void *data, VK2DTexture tex, float x, float y, float xscale, float yscale,
-
231  float rot, float originX, float originY, float xInTex, float yInTex, float texWidth,
-
232  float texHeight);
-
233 
-
246 void vk2dRendererDrawPolygon(VK2DPolygon polygon, float x, float y, bool filled, float lineWidth, float xscale, float yscale, float rot, float originX, float originY);
-
247 
-
264 void vk2dRendererDrawGeometry(VK2DVertexColour *vertices, int count, float x, float y, bool filled, float lineWidth, float xscale, float yscale, float rot, float originX, float originY);
-
265 
-
270 void vk2dRendererDrawShadows(VK2DShadowEnvironment shadowEnvironment, vec4 colour, vec2 lightSource);
-
271 
-
291 void
-
292 vk2dRendererDrawModel(VK2DModel model, float x, float y, float z, float xscale, float yscale, float zscale, float rot,
-
293  vec3 axis, float originX, float originY, float originZ);
-
294 
-
312 void vk2dRendererDrawWireframe(VK2DModel model, float x, float y, float z, float xscale, float yscale, float zscale,
-
313  float rot, vec3 axis, float originX, float originY, float originZ, float lineWidth);
-
314 
-
318 void vk2dColourHex(vec4 dst, const char *hex);
-
319 
-
323 void vk2dColourInt(vec4 dst, uint32_t colour);
+
162 void vk2dRendererDrawRectangle(float x, float y, float w, float h, float r, float ox, float oy);
+
163 
+
173 void vk2dRendererDrawRectangleOutline(float x, float y, float w, float h, float r, float ox, float oy, float lineWidth);
+
174 
+
179 void vk2dRendererDrawCircle(float x, float y, float r);
+
180 
+
186 void vk2dRendererDrawCircleOutline(float x, float y, float r, float lineWidth);
+
187 
+
193 void vk2dRendererDrawLine(float x1, float y1, float x2, float y2);
+
194 
+
208 void vk2dRendererDrawTexture(VK2DTexture tex, float x, float y, float xscale, float yscale, float rot, float originX,
+
209  float originY, float xInTex, float yInTex, float texWidth, float texHeight);
+
210 
+
222 void vk2dRendererDrawInstanced(VK2DTexture tex, VK2DDrawInstance *instances, uint32_t count);
+
223 
+
239 void
+
240 vk2dRendererDrawShader(VK2DShader shader, void *data, VK2DTexture tex, float x, float y, float xscale, float yscale,
+
241  float rot, float originX, float originY, float xInTex, float yInTex, float texWidth,
+
242  float texHeight);
+
243 
+
256 void vk2dRendererDrawPolygon(VK2DPolygon polygon, float x, float y, bool filled, float lineWidth, float xscale, float yscale, float rot, float originX, float originY);
+
257 
+
274 void vk2dRendererDrawGeometry(VK2DVertexColour *vertices, int count, float x, float y, bool filled, float lineWidth, float xscale, float yscale, float rot, float originX, float originY);
+
275 
+
280 void vk2dRendererDrawShadows(VK2DShadowEnvironment shadowEnvironment, vec4 colour, vec2 lightSource);
+
281 
+
301 void
+
302 vk2dRendererDrawModel(VK2DModel model, float x, float y, float z, float xscale, float yscale, float zscale, float rot,
+
303  vec3 axis, float originX, float originY, float originZ);
+
304 
+
322 void vk2dRendererDrawWireframe(VK2DModel model, float x, float y, float z, float xscale, float yscale, float zscale,
+
323  float rot, vec3 axis, float originX, float originY, float originZ, float lineWidth);
324 
-
331 void vk2dColourRGBA(vec4 dst, uint8_t r, uint8_t g, uint8_t b, uint8_t a);
-
332 
-
347 void vk2dInstanceSet(VK2DDrawInstance *instance, float x, float y, float xScale, float yScale, float rot, float xOrigin,
-
348  float yOrigin, float xInTex, float yInTex, float wInTex, float hInTex, vec4 colour);
-
349 
-
359 void vk2dInstanceSetFast(VK2DDrawInstance *instance, float x, float y, float xInTex, float yInTex, float wInTex,
-
360  float hInTex, vec4 colour);
-
361 
-
371 void
-
372 vk2dInstanceUpdate(VK2DDrawInstance *instance, float x, float y, float xScale, float yScale, float rot, float xOrigin,
-
373  float yOrigin);
-
374 
-
383 float vk2dRandom(float min, float max);
+
328 void vk2dColourHex(vec4 dst, const char *hex);
+
329 
+
333 void vk2dColourInt(vec4 dst, uint32_t colour);
+
334 
+
341 void vk2dColourRGBA(vec4 dst, uint8_t r, uint8_t g, uint8_t b, uint8_t a);
+
342 
+
357 void vk2dInstanceSet(VK2DDrawInstance *instance, float x, float y, float xScale, float yScale, float rot, float xOrigin,
+
358  float yOrigin, float xInTex, float yInTex, float wInTex, float hInTex, vec4 colour);
+
359 
+
369 void vk2dInstanceSetFast(VK2DDrawInstance *instance, float x, float y, float xInTex, float yInTex, float wInTex,
+
370  float hInTex, vec4 colour);
+
371 
+
381 void
+
382 vk2dInstanceUpdate(VK2DDrawInstance *instance, float x, float y, float xScale, float yScale, float rot, float xOrigin,
+
383  float yOrigin);
384 
-
397 void vk2dAssetsLoad(VK2DAssetLoad *assets, uint32_t count);
-
398 
- -
406 
- -
411 
- -
415 
-
419 void vk2dAssetsFree(VK2DAssetLoad *assets, uint32_t count);
-
420 
-
426 void vk2dAssetsSetTextureFile(VK2DAssetLoad *array, int index, const char *filename, VK2DTexture *outVar);
-
427 
-
434 void vk2dAssetsSetTextureMemory(VK2DAssetLoad *array, int index, void *buffer, int size, VK2DTexture *outVar);
-
435 
-
442 void vk2dAssetsSetModelFile(VK2DAssetLoad *array, int index, const char *filename, VK2DTexture *texture, VK2DModel *outVar);
-
443 
-
451 void vk2dAssetsSetModelMemory(VK2DAssetLoad *array, int index, void *buffer, int size, VK2DTexture *texture, VK2DModel *outVar);
-
452 
-
460 void vk2dAssetsSetShaderFile(VK2DAssetLoad *array, int index, const char *vertexFilename, const char *fragmentFilename, uint32_t uniformBufferSize, VK2DShader *outVar);
-
461 
-
471 void vk2dAssetsSetShaderMemory(VK2DAssetLoad *array, int index, void *vertexBuffer, int vertexBufferSize, void *fragmentBuffer, int fragmentBufferSize, uint32_t uniformBufferSize, VK2DShader *outVar);
-
472 
-
478 void vk2dSleep(double seconds);
-
479 
-
480 /************************* Shorthand for simpler drawing at no performance cost *************************/
-
481 
-
483 #define vk2dDrawRectangle(x, y, w, h) vk2dRendererDrawRectangle(x, y, w, h, 0, 0, 0)
-
484 
-
486 #define vk2dDrawRectangleOutline(x, y, w, h, lw) vk2dRendererDrawRectangleOutline(x, y, w, h, 0, 0, 0, lw)
-
487 
-
489 #define vk2dDrawCircle(x, y, r) vk2dRendererDrawCircle(x, y, r)
-
490 
-
492 #define vk2dDrawCircleOutline(x, y, r, w) vk2dRendererDrawCircleOutline(x, y, r, w)
+
393 float vk2dRandom(float min, float max);
+
394 
+
407 void vk2dAssetsLoad(VK2DAssetLoad *assets, uint32_t count);
+
408 
+ +
416 
+ +
421 
+ +
425 
+
429 void vk2dAssetsFree(VK2DAssetLoad *assets, uint32_t count);
+
430 
+
436 void vk2dAssetsSetTextureFile(VK2DAssetLoad *array, int index, const char *filename, VK2DTexture *outVar);
+
437 
+
444 void vk2dAssetsSetTextureMemory(VK2DAssetLoad *array, int index, void *buffer, int size, VK2DTexture *outVar);
+
445 
+
452 void vk2dAssetsSetModelFile(VK2DAssetLoad *array, int index, const char *filename, VK2DTexture *texture, VK2DModel *outVar);
+
453 
+
461 void vk2dAssetsSetModelMemory(VK2DAssetLoad *array, int index, void *buffer, int size, VK2DTexture *texture, VK2DModel *outVar);
+
462 
+
470 void vk2dAssetsSetShaderFile(VK2DAssetLoad *array, int index, const char *vertexFilename, const char *fragmentFilename, uint32_t uniformBufferSize, VK2DShader *outVar);
+
471 
+
481 void vk2dAssetsSetShaderMemory(VK2DAssetLoad *array, int index, void *vertexBuffer, int vertexBufferSize, void *fragmentBuffer, int fragmentBufferSize, uint32_t uniformBufferSize, VK2DShader *outVar);
+
482 
+
488 void vk2dSleep(double seconds);
+
489 
+
493 
-
495 #define vk2dDrawLine(x1, y1, x2, y2) vk2dRendererDrawLine(x1, y1, x2, y2)
-
496 
-
498 #define vk2dDrawShader(shader, data, texture, x, y) vk2dRendererDrawShader(shader, data, texture, x, y, 1, 1, 0, 0, 0, 0, 0, vk2dTextureWidth(texture), vk2dTextureHeight(texture))
-
499 
-
501 #define vk2dDrawTexture(texture, x, y) vk2dRendererDrawTexture(texture, x, y, 1, 1, 0, 0, 0, 0, 0, vk2dTextureWidth(texture), vk2dTextureHeight(texture))
-
502 
-
504 #define vk2dDrawTextureExt(texture, x, y, xscale, yscale, rot, originX, originY) vk2dRendererDrawTexture(texture, x, y, xscale, yscale, rot, originX, originY, 0, 0, vk2dTextureWidth(texture), vk2dTextureHeight(texture))
-
505 
-
507 #define vk2dDrawTexturePart(texture, x, y, xPos, yPos, w, h) vk2dRendererDrawTexture(texture, x, y, 1, 1, 0, 0, 0, xPos, yPos, w, h)
-
508 
-
510 #define vk2dDrawPolygonOutline(polygon, x, y, width) vk2dRendererDrawPolygon(polygon, x, y, false, width, 1, 1, 0, 0, 0)
+ +
503 
+
510 const char *vk2dStatusMessage();
511 
-
513 #define vk2dDrawPolygon(polygon, x, y) vk2dRendererDrawPolygon(polygon, x, y, true, 0, 1, 1, 0, 0, 0)
-
514 
-
516 #define vk2dDrawModel(model, x, y, z) vk2dRendererDrawModel(model, x, y, z, 1, 1, 1, 0, 1, 0, 0, 0)
-
517 
-
519 #define vk2dDrawModelExt(model, x, y, z, xscale, yscale, zscale) vk2dRendererDrawModel(model, x, y, z, xscale, yscale, zscale, 0, 1, 0, 0, 0)
-
520 
-
522 #define vk2dDrawWireframe(model, x, y, z) vk2dRendererDrawWireframe(model, x, y, z, 1, 1, 1, 0, 1, 0, 0, 0, 1)
-
523 
-
525 #define vk2dDrawWireframeExt(model, x, y, z, xscale, yscale, zscale, lineWidth) vk2dRendererDrawModel(model, x, y, z, xscale, yscale, zscale, 0, 1, 0, 0, 0, lineWidth)
-
526 
-
527 #ifdef __cplusplus
-
528 }
-
529 #endif
+
515 const char *vk2dHostInformation();
+
516 
+
517 /************************* Shorthand for simpler drawing at no performance cost *************************/
+
518 
+
520 #define vk2dDrawRectangle(x, y, w, h) vk2dRendererDrawRectangle(x, y, w, h, 0, 0, 0)
+
521 
+
523 #define vk2dDrawRectangleOutline(x, y, w, h, lw) vk2dRendererDrawRectangleOutline(x, y, w, h, 0, 0, 0, lw)
+
524 
+
526 #define vk2dDrawCircle(x, y, r) vk2dRendererDrawCircle(x, y, r)
+
527 
+
529 #define vk2dDrawCircleOutline(x, y, r, w) vk2dRendererDrawCircleOutline(x, y, r, w)
+
530 
+
532 #define vk2dDrawLine(x1, y1, x2, y2) vk2dRendererDrawLine(x1, y1, x2, y2)
+
533 
+
535 #define vk2dDrawShader(shader, data, texture, x, y) vk2dRendererDrawShader(shader, data, texture, x, y, 1, 1, 0, 0, 0, 0, 0, vk2dTextureWidth(texture), vk2dTextureHeight(texture))
+
536 
+
538 #define vk2dDrawTexture(texture, x, y) vk2dRendererDrawTexture(texture, x, y, 1, 1, 0, 0, 0, 0, 0, vk2dTextureWidth(texture), vk2dTextureHeight(texture))
+
539 
+
541 #define vk2dDrawTextureExt(texture, x, y, xscale, yscale, rot, originX, originY) vk2dRendererDrawTexture(texture, x, y, xscale, yscale, rot, originX, originY, 0, 0, vk2dTextureWidth(texture), vk2dTextureHeight(texture))
+
542 
+
544 #define vk2dDrawTexturePart(texture, x, y, xPos, yPos, w, h) vk2dRendererDrawTexture(texture, x, y, 1, 1, 0, 0, 0, xPos, yPos, w, h)
+
545 
+
547 #define vk2dDrawPolygonOutline(polygon, x, y, width) vk2dRendererDrawPolygon(polygon, x, y, false, width, 1, 1, 0, 0, 0)
+
548 
+
550 #define vk2dDrawPolygon(polygon, x, y) vk2dRendererDrawPolygon(polygon, x, y, true, 0, 1, 1, 0, 0, 0)
+
551 
+
553 #define vk2dDrawModel(model, x, y, z) vk2dRendererDrawModel(model, x, y, z, 1, 1, 1, 0, 1, 0, 0, 0)
+
554 
+
556 #define vk2dDrawModelExt(model, x, y, z, xscale, yscale, zscale) vk2dRendererDrawModel(model, x, y, z, xscale, yscale, zscale, 0, 1, 0, 0, 0)
+
557 
+
559 #define vk2dDrawWireframe(model, x, y, z) vk2dRendererDrawWireframe(model, x, y, z, 1, 1, 1, 0, 1, 0, 0, 0, 1)
+
560 
+
562 #define vk2dDrawWireframeExt(model, x, y, z, xscale, yscale, zscale, lineWidth) vk2dRendererDrawModel(model, x, y, z, xscale, yscale, zscale, 0, 1, 0, 0, 0, lineWidth)
+
563 
+
564 #ifdef __cplusplus
+
565 }
+
566 #endif
float vk2dAssetsLoadStatus()
Returns the loading status as a percentage from 0-1.
void vk2dRendererUnlockCameras()
Unlocking cameras means that all cameras will be drawn to again.
void vk2dRendererDrawPolygon(VK2DPolygon polygon, float x, float y, bool filled, float lineWidth, float xscale, float yscale, float rot, float originX, float originY)
Renders a polygon.
@@ -271,6 +279,7 @@
void vk2dInstanceUpdate(VK2DDrawInstance *instance, float x, float y, float xScale, float yScale, float rot, float xOrigin, float yOrigin)
Updates an instance's positional data.
void vk2dRendererEmpty()
Clears the content so that every pixel in the target is set to be complete transparent (useful for ne...
void vk2dAssetsLoad(VK2DAssetLoad *assets, uint32_t count)
Loads a number of assets in a background thread.
+
bool vk2dStatusFatal()
Returns true if the current status code should be considered fatal.
void vk2dAssetsSetModelFile(VK2DAssetLoad *array, int index, const char *filename, VK2DTexture *texture, VK2DModel *outVar)
Sets up a VK2DAssetLoad array entry for a ModelFile entry.
void vk2dAssetsSetShaderMemory(VK2DAssetLoad *array, int index, void *vertexBuffer, int vertexBufferSize, void *fragmentBuffer, int fragmentBufferSize, uint32_t uniformBufferSize, VK2DShader *outVar)
Sets up a VK2DAssetLoad array entry for a ShaderMemory entry.
VK2DCameraSpec vk2dRendererGetCamera()
Returns the camera spec of the default camera, this is equivalent to calling vk2dCameraGetSpec(VK2D_D...
@@ -299,32 +308,36 @@
void vk2dRendererQuit()
Frees resources used by the renderer.
void vk2dRendererDrawGeometry(VK2DVertexColour *vertices, int count, float x, float y, bool filled, float lineWidth, float xscale, float yscale, float rot, float originX, float originY)
Draws arbitrary geometry without needing to pre-allocate a polygon.
void vk2dRendererStartFrame(const vec4 clearColour)
Sets up the renderer to prepare for drawing.
+
const char * vk2dStatusMessage()
Returns the current renderer status message, generally use this if vk2dGetStatus() returns something ...
void vk2dRendererWait()
Waits until current GPU tasks are done before moving on.
void vk2dAssetsSetModelMemory(VK2DAssetLoad *array, int index, void *buffer, int size, VK2DTexture *texture, VK2DModel *outVar)
Sets up a VK2DAssetLoad array entry for a ModelMemory entry.
void vk2dRendererSetCamera(VK2DCameraSpec camera)
Sets the current camera settings.
void vk2dRendererDrawRectangleOutline(float x, float y, float w, float h, float r, float ox, float oy, float lineWidth)
Draws a rectangle using the current rendering colour.
VK2DRendererLimits vk2dRendererGetLimits()
Returns the limits of the renderer on the current host.
void vk2dAssetsFree(VK2DAssetLoad *assets, uint32_t count)
Uses the same asset list you passed to vk2dAssetsLoad to free all the assets in one call.
+
VK2DStatus vk2dStatus()
Gets the renderer's current status code.
void vk2dInstanceSet(VK2DDrawInstance *instance, float x, float y, float xScale, float yScale, float rot, float xOrigin, float yOrigin, float xInTex, float yInTex, float wInTex, float hInTex, vec4 colour)
Sets up an instance's data in full - this is quite heavy and only intended for initialization.
void vk2dRendererDrawInstanced(VK2DTexture tex, VK2DDrawInstance *instances, uint32_t count)
Draws a texture many number of times using instanced data.
void vk2dRendererDrawShadows(VK2DShadowEnvironment shadowEnvironment, vec4 colour, vec2 lightSource)
Draws a shadow environment.
VK2DRendererConfig vk2dRendererGetConfig()
Gets the current user configuration of the renderer.
void vk2dColourRGBA(vec4 dst, uint8_t r, uint8_t g, uint8_t b, uint8_t a)
Converts a RGBA colour into a vec4 normalized colour.
+
const char * vk2dHostInformation()
Returns a string detailing information about the host machine.
void vk2dRendererDrawCircle(float x, float y, float r)
Draws a circle using the current rendering colour.
Forward declares struct typedefs.
-
float vec2[2]
2D vector of floats
Definition: Structs.h:150
-
int32_t VK2DCameraIndex
Type used for referencing cameras.
Definition: Structs.h:165
+
float vec2[2]
2D vector of floats
Definition: Structs.h:166
+
int32_t VK2DCameraIndex
Type used for referencing cameras.
Definition: Structs.h:181
VK2DBlendMode
Blend modes that can be used to render if VK2D_GENERATE_BLEND_MODES is enabled.
Definition: Structs.h:35
-
float vec3[3]
3D vector of floats
Definition: Structs.h:153
+
float vec3[3]
3D vector of floats
Definition: Structs.h:169
VK2DResult
Return codes through the renderer.
Definition: Structs.h:111
-
float vec4[4]
4D vector of floats
Definition: Structs.h:156
-
Information needed to queue an asset loading off-thread.
Definition: Structs.h:294
-
Camera information.
Definition: Structs.h:239
-
Represents the data you need for each element in an instanced draw.
Definition: Structs.h:278
-
User configurable settings.
Definition: Structs.h:232
-
Renderer limitations for the host.
Definition: Structs.h:265
-
Startup options that dictate some basic VK2D stuff.
Definition: Structs.h:215
-
Vertex data for rendering shapes.
Definition: Structs.h:168
+
VK2DStatus
Status codes for logging/error reporting.
Definition: Structs.h:118
+
float vec4[4]
4D vector of floats
Definition: Structs.h:172
+
Information needed to queue an asset loading off-thread.
Definition: Structs.h:310
+
Camera information.
Definition: Structs.h:255
+
Represents the data you need for each element in an instanced draw.
Definition: Structs.h:294
+
User configurable settings.
Definition: Structs.h:248
+
Renderer limitations for the host.
Definition: Structs.h:281
+
Startup options that dictate some basic VK2D stuff.
Definition: Structs.h:231
+
Vertex data for rendering shapes.
Definition: Structs.h:184
diff --git a/ShadowEnvironment_8h_source.html b/ShadowEnvironment_8h_source.html index 77809d6..6ba525d 100644 --- a/ShadowEnvironment_8h_source.html +++ b/ShadowEnvironment_8h_source.html @@ -131,7 +131,7 @@
bool vk2dShadowEnvironmentObjectGetStatus(VK2DShadowEnvironment shadowEnvironment, VK2DShadowObject object)
Returns a shadow object's status.
void vk2dShadowEnvironmentResetEdges(VK2DShadowEnvironment shadowEnvironment)
Removes all edges from the shadow environment's cache in case you want to change the edges.
Forward declares struct typedefs.
-
int32_t VK2DShadowObject
Type used for referencing shadow objects.
Definition: Structs.h:162
+
int32_t VK2DShadowObject
Type used for referencing shadow objects.
Definition: Structs.h:178
diff --git a/Structs_8h.html b/Structs_8h.html index edd6019..d2013a1 100644 --- a/Structs_8h.html +++ b/Structs_8h.html @@ -298,6 +298,25 @@ }  Return codes through the renderer. More...
  +enum  VK2DStatus {
+  VK2D_STATUS_NONE = 0 +, VK2D_STATUS_FILE_NOT_FOUND = 1<<0 +, VK2D_STATUS_BAD_FORMAT = 1<<1 +, VK2D_STATUS_TOO_MANY_CAMERAS = 1<<2 +,
+  VK2D_STATUS_DEVICE_LOST = 1<<3 +, VK2D_STATUS_VULKAN_ERROR = 1<<4 +, VK2D_STATUS_OUT_OF_RAM = 1<<5 +, VK2D_STATUS_OUT_OF_VRAM = 1<<6 +,
+  VK2D_STATUS_RENDERER_NOT_INITIALIZED = 1<<7 +, VK2D_STATUS_SDL_ERROR = 1<<8 +, VK2D_STATUS_BEYOND_LIMIT = 1<<9 +, VK2D_STATUS_BAD_ASSET = 1<<10 +
+ } + Status codes for logging/error reporting. More...
+  enum  VK2DAssetType {
  VK2D_ASSET_TYPE_TEXTURE_FILE = 1 , VK2D_ASSET_TYPE_TEXTURE_MEMORY = 2 @@ -613,6 +632,48 @@

+

◆ VK2DStatus

+ +
+
+ + + + +
enum VK2DStatus
+
+ +

Status codes for logging/error reporting.

+ + + + + + + + + + + + + +
Enumerator
VK2D_STATUS_NONE 

Nothing important to report.

+
VK2D_STATUS_FILE_NOT_FOUND 

File was not found for something like an image load, not fatal.

+
VK2D_STATUS_BAD_FORMAT 

Bad file format.

+
VK2D_STATUS_TOO_MANY_CAMERAS 

No camera slots left to use, not fatal.

+
VK2D_STATUS_DEVICE_LOST 

General Vulkan catch-all for when something goes wrong.

+
VK2D_STATUS_VULKAN_ERROR 

Some sort of specific vulkan error.

+
VK2D_STATUS_OUT_OF_RAM 

Out of host memory.

+
VK2D_STATUS_OUT_OF_VRAM 

Out of gpu memory.

+
VK2D_STATUS_RENDERER_NOT_INITIALIZED 

Renderer has not been initialized.

+
VK2D_STATUS_SDL_ERROR 

General SDL-catch all, not fatal.

+
VK2D_STATUS_BEYOND_LIMIT 

User requested a setting that was beyond host limits, not fatal.

+
VK2D_STATUS_BAD_ASSET 

User tried to pass a NULL asset to a VK2D method, not fatal.

+
+
diff --git a/Structs_8h.js b/Structs_8h.js index a8ab32d..f66237d 100644 --- a/Structs_8h.js +++ b/Structs_8h.js @@ -88,6 +88,20 @@ var Structs_8h = [ "VK2D_SHADER_STAGE_FRAGMENT", "Structs_8h.html#afdd9f0b05c83d540b0074f11ac07238faac2ca8a0611375ed56b281567742f90e", null ], [ "VK2D_SHADER_STAGE_VERTEX", "Structs_8h.html#afdd9f0b05c83d540b0074f11ac07238fa5a5840f56fcfe0329651bbba8d015f09", null ] ] ], + [ "VK2DStatus", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8", [ + [ "VK2D_STATUS_NONE", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a6e481b7cedf4fcaeecad930f6a331fcc", null ], + [ "VK2D_STATUS_FILE_NOT_FOUND", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a98bb8aece455dd2324b106347697a9c4", null ], + [ "VK2D_STATUS_BAD_FORMAT", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8ac111c0fa5a2b506b044753aab195ac36", null ], + [ "VK2D_STATUS_TOO_MANY_CAMERAS", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a51cc692f5dfa5b4df227583616ae1adc", null ], + [ "VK2D_STATUS_DEVICE_LOST", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8ada76d7fc7ef1b423822a66646072ff80", null ], + [ "VK2D_STATUS_VULKAN_ERROR", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a3540e698b3db1c58c6d68a417aca1027", null ], + [ "VK2D_STATUS_OUT_OF_RAM", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8ab91d57a486aed51ecd57b2bb3abcb240", null ], + [ "VK2D_STATUS_OUT_OF_VRAM", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a393d8364ac3283db79cd6a8ad6e40764", null ], + [ "VK2D_STATUS_RENDERER_NOT_INITIALIZED", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a2fdfda28a4bb6d19b1d9b467f3267a68", null ], + [ "VK2D_STATUS_SDL_ERROR", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a002db4a119564ad540c47e3cd21570dd", null ], + [ "VK2D_STATUS_BEYOND_LIMIT", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a1a06c54c6b6bc9b862e33aa486fc5eee", null ], + [ "VK2D_STATUS_BAD_ASSET", "Structs_8h.html#af9e490ad8613812918eb1a63a1cf24b8a340cafe56cfb17d9e6129fe927f4406a", null ] + ] ], [ "VK2DVertexType", "Structs_8h.html#a2315ba1312bc5507bd7873847143d91e", [ [ "VK2D_VERTEX_TYPE_TEXTURE", "Structs_8h.html#a2315ba1312bc5507bd7873847143d91ea5ebc591c6dc23fce5cde2fb9753e390a", null ], [ "VK2D_VERTEX_TYPE_SHAPE", "Structs_8h.html#a2315ba1312bc5507bd7873847143d91ea089f50b2b77883d998658535de5366ba", null ], diff --git a/Structs_8h_source.html b/Structs_8h_source.html index 7a3a2c6..4921fa8 100644 --- a/Structs_8h_source.html +++ b/Structs_8h_source.html @@ -173,209 +173,224 @@
114  VK2D_ERROR = -1
116 
-
118 typedef enum {
- - - - - - -
125 } VK2DAssetType;
-
126 
-
128 typedef enum {
- - - - -
133 
-
134 // VK2D pointers
-
135 VK2D_OPAQUE_POINTER(VK2DRenderer)
-
136 VK2D_OPAQUE_POINTER(VK2DImage)
-
137 VK2D_OPAQUE_POINTER(VK2DLogicalDevice)
-
138 VK2D_OPAQUE_POINTER(VK2DPhysicalDevice)
-
139 VK2D_OPAQUE_POINTER(VK2DBuffer)
-
140 VK2D_OPAQUE_POINTER(VK2DPipeline)
-
141 VK2D_OPAQUE_POINTER(VK2DTexture)
-
142 VK2D_OPAQUE_POINTER(VK2DDescCon)
-
143 VK2D_OPAQUE_POINTER(VK2DPolygon)
-
144 VK2D_OPAQUE_POINTER(VK2DShader)
-
145 VK2D_OPAQUE_POINTER(VK2DModel)
-
146 VK2D_OPAQUE_POINTER(VK2DDescriptorBuffer)
-
147 VK2D_OPAQUE_POINTER(VK2DShadowEnvironment)
-
148 
-
149 typedef float vec2[2];
-
151 
-
153 typedef float vec3[3];
-
154 
-
156 typedef float vec4[4];
-
157 
-
159 typedef float mat4[16];
-
160 
-
162 typedef int32_t VK2DShadowObject;
-
163 
-
165 typedef int32_t VK2DCameraIndex;
-
166 
- - - -
171 };
-
172 
-
174 struct VK2DVertex3D {
- - -
177 };
-
178 
- - -
182 } ;
-
183 
- - - - -
189 };
-
190 
- - - -
195 };
-
196 
- - - - - -
203 };
-
204 
- -
207  const char *applicationName;
-
208  const char *engineName;
- -
210  uint32_t engineVersion;
-
211  uint32_t apiVersion;
-
212 };
-
213 
- -
216  bool enableDebug;
- -
218  bool quitOnError;
-
219  const char *errorFile;
- -
221 
-
226  uint64_t vramPageSize;
-
227 
+
118 typedef enum {
+ + + + + + + + + + + + +
131 } VK2DStatus;
+
132 
+
134 typedef enum {
+ + + + + + +
141 } VK2DAssetType;
+
142 
+
144 typedef enum {
+ + + + +
149 
+
150 // VK2D pointers
+
151 VK2D_OPAQUE_POINTER(VK2DRenderer)
+
152 VK2D_OPAQUE_POINTER(VK2DImage)
+
153 VK2D_OPAQUE_POINTER(VK2DLogicalDevice)
+
154 VK2D_OPAQUE_POINTER(VK2DPhysicalDevice)
+
155 VK2D_OPAQUE_POINTER(VK2DBuffer)
+
156 VK2D_OPAQUE_POINTER(VK2DPipeline)
+
157 VK2D_OPAQUE_POINTER(VK2DTexture)
+
158 VK2D_OPAQUE_POINTER(VK2DDescCon)
+
159 VK2D_OPAQUE_POINTER(VK2DPolygon)
+
160 VK2D_OPAQUE_POINTER(VK2DShader)
+
161 VK2D_OPAQUE_POINTER(VK2DModel)
+
162 VK2D_OPAQUE_POINTER(VK2DDescriptorBuffer)
+
163 VK2D_OPAQUE_POINTER(VK2DShadowEnvironment)
+
164 
+
165 typedef float vec2[2];
+
167 
+
169 typedef float vec3[3];
+
170 
+
172 typedef float vec4[4];
+
173 
+
175 typedef float mat4[16];
+
176 
+
178 typedef int32_t VK2DShadowObject;
+
179 
+
181 typedef int32_t VK2DCameraIndex;
+
182 
+ + + +
187 };
+
188 
+
190 struct VK2DVertex3D {
+ + +
193 };
+
194 
+ + +
198 } ;
+
199 
+ + + + +
205 };
+
206 
+ + + +
211 };
+
212 
+ + + + + +
219 };
+
220 
+ +
223  const char *applicationName;
+
224  const char *engineName;
+ +
226  uint32_t engineVersion;
+
227  uint32_t apiVersion;
228 };
229 
- - - - -
236 };
+ +
232  bool enableDebug;
+ +
234  bool quitOnError;
+
235  const char *errorFile;
+
237 
- - -
241  float x;
-
242  float y;
-
243  float w;
-
244  float h;
-
245  float zoom;
-
246  float rot;
-
247  float xOnScreen;
-
248  float yOnScreen;
-
249  float wOnScreen;
-
250  float hOnScreen;
-
251 
-
253  struct {
- - - -
257  float fov;
-
258  } Perspective;
-
259 };
-
260 
- - - - - -
270  float maxLineWidth;
-
271  uint64_t maxInstancedDraws;
- - - +
242  uint64_t vramPageSize;
+
243 
+
244 };
+
245 
+ + + + +
252 };
+
253 
+ + +
257  float x;
+
258  float y;
+
259  float w;
+
260  float h;
+
261  float zoom;
+
262  float rot;
+
263  float xOnScreen;
+
264  float yOnScreen;
+
265  float wOnScreen;
+
266  float hOnScreen;
+
267 
+
269  struct {
+ + + +
273  float fov;
+
274  } Perspective;
275 };
276 
- - - - - -
283 };
-
284 
- -
287  bool enabled;
- - - + + + + + +
286  float maxLineWidth;
+
287  uint64_t maxInstancedDraws;
+ + +
291 };
292 
- - - -
297  union {
-
298  struct {
-
299  const char *filename;
-
300  const char *fragmentFilename;
-
301  };
-
302  struct {
-
303  int size;
-
304  void *data;
- -
306  void *fragmentData;
-
307  };
-
308  } Load;
-
309 
-
310  union {
-
311  struct {
- -
313  } Shader;
+ + + + + +
299 };
+
300 
+ +
303  bool enabled;
+ + + +
307 };
+
308 
+ + + +
313  union {
314  struct {
-
315  VK2DTexture *tex;
-
316  } Model;
-
317  } Data;
-
318 
-
319  union {
-
320  VK2DShader *shader;
-
321  VK2DModel *model;
-
322  VK2DTexture *texture;
-
323  } Output;
-
324 };
+
315  const char *filename;
+
316  const char *fragmentFilename;
+
317  };
+
318  struct {
+
319  int size;
+
320  void *data;
+ +
322  void *fragmentData;
+
323  };
+
324  } Load;
325 
-
326 VK2D_USER_STRUCT(VK2DVertexColour)
-
327 VK2D_USER_STRUCT(VK2DVertex3D)
-
328 VK2D_USER_STRUCT(VK2DUniformBufferObject)
-
329 VK2D_USER_STRUCT(VK2DPushBuffer)
-
330 VK2D_USER_STRUCT(VK2D3DPushBuffer)
-
331 VK2D_USER_STRUCT(VK2DShadowsPushBuffer)
-
332 VK2D_USER_STRUCT(VK2DConfiguration)
-
333 VK2D_USER_STRUCT(VK2DStartupOptions)
-
334 VK2D_USER_STRUCT(VK2DRendererConfig)
-
335 VK2D_USER_STRUCT(VK2DCameraSpec)
-
336 VK2D_USER_STRUCT(VK2DRendererLimits)
-
337 VK2D_USER_STRUCT(VK2DDrawInstance)
-
338 VK2D_USER_STRUCT(VK2DAssetLoad)
-
339 VK2D_USER_STRUCT(VK2DShadowObjectInfo)
-
340 
-
341 #ifdef __cplusplus
-
342 }
-
343 #endif
-
VK2DAssetType
Types of assets.
Definition: Structs.h:118
-
@ VK2D_ASSET_TYPE_MODEL_MEMORY
Load a model from a binary blob.
Definition: Structs.h:122
-
@ VK2D_ASSET_TYPE_TEXTURE_MEMORY
Load a texture from a binary blob.
Definition: Structs.h:120
-
@ VK2D_ASSET_TYPE_MODEL_FILE
Load a model from a filename.
Definition: Structs.h:121
-
@ VK2D_ASSET_TYPE_SHADER_MEMORY
Load a shader from a binary blob.
Definition: Structs.h:124
-
@ VK2D_ASSET_TYPE_TEXTURE_FILE
Load a texture from a filename.
Definition: Structs.h:119
-
@ VK2D_ASSET_TYPE_SHADER_FILE
Load a shader from a filename.
Definition: Structs.h:123
+
326  union {
+
327  struct {
+ +
329  } Shader;
+
330  struct {
+
331  VK2DTexture *tex;
+
332  } Model;
+
333  } Data;
+
334 
+
335  union {
+
336  VK2DShader *shader;
+
337  VK2DModel *model;
+
338  VK2DTexture *texture;
+
339  } Output;
+
340 };
+
341 
+
342 VK2D_USER_STRUCT(VK2DVertexColour)
+
343 VK2D_USER_STRUCT(VK2DVertex3D)
+
344 VK2D_USER_STRUCT(VK2DUniformBufferObject)
+
345 VK2D_USER_STRUCT(VK2DPushBuffer)
+
346 VK2D_USER_STRUCT(VK2D3DPushBuffer)
+
347 VK2D_USER_STRUCT(VK2DShadowsPushBuffer)
+
348 VK2D_USER_STRUCT(VK2DConfiguration)
+
349 VK2D_USER_STRUCT(VK2DStartupOptions)
+
350 VK2D_USER_STRUCT(VK2DRendererConfig)
+
351 VK2D_USER_STRUCT(VK2DCameraSpec)
+
352 VK2D_USER_STRUCT(VK2DRendererLimits)
+
353 VK2D_USER_STRUCT(VK2DDrawInstance)
+
354 VK2D_USER_STRUCT(VK2DAssetLoad)
+
355 VK2D_USER_STRUCT(VK2DShadowObjectInfo)
+
356 
+
357 #ifdef __cplusplus
+
358 }
+
359 #endif
+
VK2DAssetType
Types of assets.
Definition: Structs.h:134
+
@ VK2D_ASSET_TYPE_MODEL_MEMORY
Load a model from a binary blob.
Definition: Structs.h:138
+
@ VK2D_ASSET_TYPE_TEXTURE_MEMORY
Load a texture from a binary blob.
Definition: Structs.h:136
+
@ VK2D_ASSET_TYPE_MODEL_FILE
Load a model from a filename.
Definition: Structs.h:137
+
@ VK2D_ASSET_TYPE_SHADER_MEMORY
Load a shader from a binary blob.
Definition: Structs.h:140
+
@ VK2D_ASSET_TYPE_TEXTURE_FILE
Load a texture from a filename.
Definition: Structs.h:135
+
@ VK2D_ASSET_TYPE_SHADER_FILE
Load a shader from a filename.
Definition: Structs.h:139
VK2DVertexType
Describes what kind of vertices are in use.
Definition: Structs.h:19
@ VK2D_VERTEX_TYPE_SHAPE
Vertex meant for the shapes pipelines.
Definition: Structs.h:21
@ VK2D_VERTEX_TYPE_OTHER
Unspecified vertex type.
Definition: Structs.h:23
@@ -391,15 +406,15 @@
@ VK2D_CAMERA_STATE_DISABLED
Camera is not being rendered or updated.
Definition: Structs.h:87
@ VK2D_CAMERA_STATE_NORMAL
Camera is being rendered/updated as normal.
Definition: Structs.h:86
@ VK2D_CAMERA_STATE_RESET
Camera is being reset by the renderer.
Definition: Structs.h:89
-
float vec2[2]
2D vector of floats
Definition: Structs.h:150
-
int32_t VK2DCameraIndex
Type used for referencing cameras.
Definition: Structs.h:165
+
float vec2[2]
2D vector of floats
Definition: Structs.h:166
+
int32_t VK2DCameraIndex
Type used for referencing cameras.
Definition: Structs.h:181
VK2DBlendMode
Blend modes that can be used to render if VK2D_GENERATE_BLEND_MODES is enabled.
Definition: Structs.h:35
@ VK2D_BLEND_MODE_MAX
Total number of blend modes (used for looping)
Definition: Structs.h:40
@ VK2D_BLEND_MODE_ADD
Additive blending.
Definition: Structs.h:38
@ VK2D_BLEND_MODE_NONE
No blending, new colour is law.
Definition: Structs.h:37
@ VK2D_BLEND_MODE_BLEND
Default blend mode, good for almost everything.
Definition: Structs.h:36
@ VK2D_BLEND_MODE_SUBTRACT
Subtraction blending, new colour is subtracted from current colour.
Definition: Structs.h:39
-
int32_t VK2DShadowObject
Type used for referencing shadow objects.
Definition: Structs.h:162
+
int32_t VK2DShadowObject
Type used for referencing shadow objects.
Definition: Structs.h:178
VK2DMSAA
Multisampling detail.
Definition: Structs.h:50
@ VK2D_MSAA_4X
4 samples per pixel
Definition: Structs.h:53
@ VK2D_MSAA_1X
1 sample per pixel
Definition: Structs.h:51
@@ -407,127 +422,140 @@
@ VK2D_MSAA_2X
2 samples per pixel
Definition: Structs.h:52
@ VK2D_MSAA_16X
16 samples per pixel
Definition: Structs.h:55
@ VK2D_MSAA_32X
32 samples per pixel
Definition: Structs.h:56
-
float vec3[3]
3D vector of floats
Definition: Structs.h:153
+
float vec3[3]
3D vector of floats
Definition: Structs.h:169
VK2DResult
Return codes through the renderer.
Definition: Structs.h:111
@ VK2D_SUCCESS
Everything worked.
Definition: Structs.h:112
@ VK2D_RESET_SWAPCHAIN
The swapchain (renderer) was just reset (likely due to window resize or something similar)
Definition: Structs.h:113
@ VK2D_ERROR
Error occurred.
Definition: Structs.h:114
-
float mat4[16]
4x4 matrix of floats
Definition: Structs.h:159
+
float mat4[16]
4x4 matrix of floats
Definition: Structs.h:175
VK2DPipelineType
Types of graphics pipelines.
Definition: Structs.h:102
@ VK2D_PIPELINE_TYPE_DEFAULT
Default 2D pipelines.
Definition: Structs.h:103
@ VK2D_PIPELINE_TYPE_3D
3D pipelines
Definition: Structs.h:104
@ VK2D_PIPELINE_TYPE_MAX
Max number of pipeline types.
Definition: Structs.h:107
@ VK2D_PIPELINE_TYPE_SHADOWS
Pipeline for shadows.
Definition: Structs.h:106
@ VK2D_PIPELINE_TYPE_INSTANCING
Pipelines for instancing.
Definition: Structs.h:105
-
VK2DAssetState
State an asset may be in.
Definition: Structs.h:128
-
@ VK2D_ASSET_TYPE_ASSET
Normal asset awaiting load.
Definition: Structs.h:129
-
@ VK2D_ASSET_TYPE_NONE
This slot is empty.
Definition: Structs.h:131
-
@ VK2D_ASSET_TYPE_PENDING
Asset is pending a queue family transfer.
Definition: Structs.h:130
+
VK2DAssetState
State an asset may be in.
Definition: Structs.h:144
+
@ VK2D_ASSET_TYPE_ASSET
Normal asset awaiting load.
Definition: Structs.h:145
+
@ VK2D_ASSET_TYPE_NONE
This slot is empty.
Definition: Structs.h:147
+
@ VK2D_ASSET_TYPE_PENDING
Asset is pending a queue family transfer.
Definition: Structs.h:146
VK2DScreenMode
How to present images.
Definition: Structs.h:66
@ VK2D_SCREEN_MODE_VSYNC
Slower but prevents screen tearing.
Definition: Structs.h:68
@ VK2D_SCREEN_MODE_TRIPLE_BUFFER
Optimal for gaming but a bit slower than immediate (machines may not support this)
Definition: Structs.h:69
@ VK2D_SCREEN_MODE_IMMEDIATE
Quickest mode, just plop to screen but may have screen tearing.
Definition: Structs.h:67
+
VK2DStatus
Status codes for logging/error reporting.
Definition: Structs.h:118
+
@ VK2D_STATUS_SDL_ERROR
General SDL-catch all, not fatal.
Definition: Structs.h:128
+
@ VK2D_STATUS_BEYOND_LIMIT
User requested a setting that was beyond host limits, not fatal.
Definition: Structs.h:129
+
@ VK2D_STATUS_RENDERER_NOT_INITIALIZED
Renderer has not been initialized.
Definition: Structs.h:127
+
@ VK2D_STATUS_BAD_ASSET
User tried to pass a NULL asset to a VK2D method, not fatal.
Definition: Structs.h:130
+
@ VK2D_STATUS_VULKAN_ERROR
Some sort of specific vulkan error.
Definition: Structs.h:124
+
@ VK2D_STATUS_OUT_OF_VRAM
Out of gpu memory.
Definition: Structs.h:126
+
@ VK2D_STATUS_TOO_MANY_CAMERAS
No camera slots left to use, not fatal.
Definition: Structs.h:122
+
@ VK2D_STATUS_NONE
Nothing important to report.
Definition: Structs.h:119
+
@ VK2D_STATUS_FILE_NOT_FOUND
File was not found for something like an image load, not fatal.
Definition: Structs.h:120
+
@ VK2D_STATUS_OUT_OF_RAM
Out of host memory.
Definition: Structs.h:125
+
@ VK2D_STATUS_BAD_FORMAT
Bad file format.
Definition: Structs.h:121
+
@ VK2D_STATUS_DEVICE_LOST
General Vulkan catch-all for when something goes wrong.
Definition: Structs.h:123
VK2DCameraType
Type of camera.
Definition: Structs.h:94
@ VK2D_CAMERA_TYPE_ORTHOGRAPHIC
Orthographic camera for 3D rendering.
Definition: Structs.h:96
@ VK2D_CAMERA_TYPE_MAX
Maximum number of camera types.
Definition: Structs.h:98
@ VK2D_CAMERA_TYPE_DEFAULT
Default camera used for 2D games in VK2D.
Definition: Structs.h:95
@ VK2D_CAMERA_TYPE_PERSPECTIVE
Perspective camera for 3D rendering.
Definition: Structs.h:97
-
float vec4[4]
4D vector of floats
Definition: Structs.h:156
+
float vec4[4]
4D vector of floats
Definition: Structs.h:172
VK2DShaderStage
A bitwise-able enum representing different shader stages.
Definition: Structs.h:79
@ VK2D_SHADER_STAGE_VERTEX
Vertex shader.
Definition: Structs.h:81
@ VK2D_SHADER_STAGE_FRAGMENT
Fragment (pixel) shader.
Definition: Structs.h:80
-
Push buffer used for 3D models.
Definition: Structs.h:192
-
mat4 model
Model matrix.
Definition: Structs.h:193
-
vec4 colourMod
Color modifier.
Definition: Structs.h:194
-
Information needed to queue an asset loading off-thread.
Definition: Structs.h:294
+
Push buffer used for 3D models.
Definition: Structs.h:208
+
mat4 model
Model matrix.
Definition: Structs.h:209
+
vec4 colourMod
Color modifier.
Definition: Structs.h:210
+
Information needed to queue an asset loading off-thread.
Definition: Structs.h:310
union VK2DAssetLoad::@1 Load
Information needed to create the asset.
-
void * fragmentData
Fragment shader's data.
Definition: Structs.h:306
+
void * fragmentData
Fragment shader's data.
Definition: Structs.h:322
union VK2DAssetLoad::@2 Data
Asset-specific information.
-
const char * fragmentFilename
Fragment shader filename.
Definition: Structs.h:300
+
const char * fragmentFilename
Fragment shader filename.
Definition: Structs.h:316
union VK2DAssetLoad::@3 Output
How the user will receive the loaded asset.
-
void * data
Data to pull from or data for the vertex shader.
Definition: Structs.h:304
+
void * data
Data to pull from or data for the vertex shader.
Definition: Structs.h:320
struct VK2DAssetLoad::@2::@9 Model
Information needed if this is a model.
-
int uniformBufferSize
Uniform buffer size of this shader.
Definition: Structs.h:312
-
int size
Data size or data size of the vertex shader.
Definition: Structs.h:303
+
int uniformBufferSize
Uniform buffer size of this shader.
Definition: Structs.h:328
+
int size
Data size or data size of the vertex shader.
Definition: Structs.h:319
struct VK2DAssetLoad::@2::@8 Shader
Information needed if this is a texture.
-
VK2DTexture * tex
Texture to use for this model (pointer so the model's texture may be in the same list)
Definition: Structs.h:315
-
VK2DModel * model
Pointer to where the output object will be placed.
Definition: Structs.h:321
-
VK2DAssetType type
Type of asset this is.
Definition: Structs.h:295
-
VK2DAssetState state
State this asset is in.
Definition: Structs.h:296
-
VK2DTexture * texture
Pointer to where the output object will be placed.
Definition: Structs.h:322
-
const char * filename
Filename to pull from or filename of the vertex shader.
Definition: Structs.h:299
-
VK2DShader * shader
Pointer to where the output object will be placed.
Definition: Structs.h:320
-
int fragmentSize
Fragment shader's size.
Definition: Structs.h:305
-
Camera information.
Definition: Structs.h:239
-
float hOnScreen
Height of the camera in the window.
Definition: Structs.h:250
-
vec3 up
Which direction is up for the 3D camera.
Definition: Structs.h:256
-
float xOnScreen
x position in the window
Definition: Structs.h:247
-
float yOnScreen
y position in the window
Definition: Structs.h:248
-
float y
Y position of the camera (top left coordinates) (only used in default camera type)
Definition: Structs.h:242
-
float zoom
Zoom percentage (Relative to the virtual width and height, not actual)
Definition: Structs.h:245
-
VK2DCameraType type
What type of camera this is.
Definition: Structs.h:240
-
float rot
Rotation of the camera.
Definition: Structs.h:246
-
float wOnScreen
Width of the camera in the window.
Definition: Structs.h:249
-
float w
Virtual width of the screen.
Definition: Structs.h:243
-
float h
Virtual height of the screen.
Definition: Structs.h:244
-
vec3 centre
Where the 3D camera is looking.
Definition: Structs.h:255
-
vec3 eyes
Where the 3D camera is.
Definition: Structs.h:254
-
float x
X position of the camera (top left coordinates) (only used in default camera type)
Definition: Structs.h:241
-
float fov
Field of view of the camera.
Definition: Structs.h:257
-
User configurable settings.
Definition: Structs.h:206
-
uint32_t engineVersion
Version of this engine.
Definition: Structs.h:210
-
uint32_t apiVersion
Version of vulkan.
Definition: Structs.h:211
-
const char * engineName
Name of this engine.
Definition: Structs.h:208
-
const char * applicationName
Name of this program.
Definition: Structs.h:207
-
uint32_t applicationVersion
Version of the program.
Definition: Structs.h:209
-
Represents the data you need for each element in an instanced draw.
Definition: Structs.h:278
-
vec4 colour
Colour mod of this draw.
Definition: Structs.h:280
-
vec4 texturePos
x in tex, y in tex, w in tex, and h in tex
Definition: Structs.h:279
-
mat4 model
Model for this instance, generally shouldn't contain translations.
Definition: Structs.h:282
-
vec2 pos
X/Y in game world for this instance.
Definition: Structs.h:281
-
Buffer passed per-model via push constants.
Definition: Structs.h:185
-
vec4 texCoords
Where in the texture to draw from and to (x, y, w, h)
Definition: Structs.h:188
-
vec4 colourMod
Current colour modifier.
Definition: Structs.h:187
-
mat4 model
Model matrix.
Definition: Structs.h:186
-
User configurable settings.
Definition: Structs.h:232
-
VK2DMSAA msaa
Current MSAA.
Definition: Structs.h:233
-
VK2DFilterType filterMode
How to filter textures – Not change-able after renderer creation.
Definition: Structs.h:235
-
VK2DScreenMode screenMode
Current screen mode.
Definition: Structs.h:234
-
Renderer limitations for the host.
Definition: Structs.h:265
-
uint64_t maxGeometryVertices
Maximum vertices that can be used in one vk2dRendererDrawGeometryCall, if you use more vertices than ...
Definition: Structs.h:273
-
bool supportsMultiThreadLoading
Whether or not the host supports loading assets in another thread, if attempt to load assets in anoth...
Definition: Structs.h:274
-
uint64_t maxInstancedDraws
Maximum amount of instances you may draw at once, if you request to draw more instances than this it ...
Definition: Structs.h:271
-
bool supportsTripleBuffering
Whether or not the host supports triple buffering, if you request triple buffering and this is false,...
Definition: Structs.h:267
-
bool supportsWireframe
Doesn't really mean anything 💀
Definition: Structs.h:269
-
VK2DMSAA maxMSAA
Maximum MSAA the host supports, if you request an msaa higher than this value, this value will be use...
Definition: Structs.h:266
-
bool supportsImmediate
Whether or not the host supports immediate mode, if you request immediate mode and this is false,...
Definition: Structs.h:268
-
float maxLineWidth
Maximum line width supported on the platform, if you specify a line width greater than this value,...
Definition: Structs.h:270
-
uint64_t maxShaderBufferSize
Maximum size of a shader's uniform buffer in bytes, if you attempt to create a shader with a uniform ...
Definition: Structs.h:272
-
Info for the shadow environment to keep track of.
Definition: Structs.h:286
-
int vertexCount
Number of vertices for this model.
Definition: Structs.h:289
-
int startingVertex
Vertex in the master VBO to start from for this object.
Definition: Structs.h:288
-
bool enabled
Whether or not this object is enabled.
Definition: Structs.h:287
-
mat4 model
Model for this shadow object.
Definition: Structs.h:290
-
Push buffer used for hardware-accelerated shadows.
Definition: Structs.h:198
-
vec4 colour
Colour of this shadow render.
Definition: Structs.h:202
-
vec2 _alignment
Simply for memory alignment.
Definition: Structs.h:201
-
vec2 lightSource
Light source position.
Definition: Structs.h:200
-
mat4 model
Model matrix for this shadow object.
Definition: Structs.h:199
-
Startup options that dictate some basic VK2D stuff.
Definition: Structs.h:215
-
bool stdoutLogging
Print VK2D information to stdout.
Definition: Structs.h:217
-
bool loadCustomShaders
Whether or not to load shaders from a file instead of the built-in ones.
Definition: Structs.h:220
-
bool enableDebug
Enables Vulkan compatibility layers.
Definition: Structs.h:216
-
bool quitOnError
Crash the program when an error occurs.
Definition: Structs.h:218
-
uint64_t vramPageSize
Definition: Structs.h:226
-
const char * errorFile
The file to output errors to, or NULL to disable file output.
Definition: Structs.h:219
-
The VP buffer.
Definition: Structs.h:180
-
mat4 viewproj
View and projection matrix multiplied together.
Definition: Structs.h:181
-
Vertex data for 3D models.
Definition: Structs.h:174
-
vec3 pos
Position of the vertex.
Definition: Structs.h:175
-
vec2 uv
UV coordinates for this vertex.
Definition: Structs.h:176
-
Vertex data for rendering shapes.
Definition: Structs.h:168
-
vec4 colour
Colour of this vertex.
Definition: Structs.h:170
-
vec3 pos
Position of this vertex.
Definition: Structs.h:169
+
VK2DTexture * tex
Texture to use for this model (pointer so the model's texture may be in the same list)
Definition: Structs.h:331
+
VK2DModel * model
Pointer to where the output object will be placed.
Definition: Structs.h:337
+
VK2DAssetType type
Type of asset this is.
Definition: Structs.h:311
+
VK2DAssetState state
State this asset is in.
Definition: Structs.h:312
+
VK2DTexture * texture
Pointer to where the output object will be placed.
Definition: Structs.h:338
+
const char * filename
Filename to pull from or filename of the vertex shader.
Definition: Structs.h:315
+
VK2DShader * shader
Pointer to where the output object will be placed.
Definition: Structs.h:336
+
int fragmentSize
Fragment shader's size.
Definition: Structs.h:321
+
Camera information.
Definition: Structs.h:255
+
float hOnScreen
Height of the camera in the window.
Definition: Structs.h:266
+
vec3 up
Which direction is up for the 3D camera.
Definition: Structs.h:272
+
float xOnScreen
x position in the window
Definition: Structs.h:263
+
float yOnScreen
y position in the window
Definition: Structs.h:264
+
float y
Y position of the camera (top left coordinates) (only used in default camera type)
Definition: Structs.h:258
+
float zoom
Zoom percentage (Relative to the virtual width and height, not actual)
Definition: Structs.h:261
+
VK2DCameraType type
What type of camera this is.
Definition: Structs.h:256
+
float rot
Rotation of the camera.
Definition: Structs.h:262
+
float wOnScreen
Width of the camera in the window.
Definition: Structs.h:265
+
float w
Virtual width of the screen.
Definition: Structs.h:259
+
float h
Virtual height of the screen.
Definition: Structs.h:260
+
vec3 centre
Where the 3D camera is looking.
Definition: Structs.h:271
+
vec3 eyes
Where the 3D camera is.
Definition: Structs.h:270
+
float x
X position of the camera (top left coordinates) (only used in default camera type)
Definition: Structs.h:257
+
float fov
Field of view of the camera.
Definition: Structs.h:273
+
User configurable settings.
Definition: Structs.h:222
+
uint32_t engineVersion
Version of this engine.
Definition: Structs.h:226
+
uint32_t apiVersion
Version of vulkan.
Definition: Structs.h:227
+
const char * engineName
Name of this engine.
Definition: Structs.h:224
+
const char * applicationName
Name of this program.
Definition: Structs.h:223
+
uint32_t applicationVersion
Version of the program.
Definition: Structs.h:225
+
Represents the data you need for each element in an instanced draw.
Definition: Structs.h:294
+
vec4 colour
Colour mod of this draw.
Definition: Structs.h:296
+
vec4 texturePos
x in tex, y in tex, w in tex, and h in tex
Definition: Structs.h:295
+
mat4 model
Model for this instance, generally shouldn't contain translations.
Definition: Structs.h:298
+
vec2 pos
X/Y in game world for this instance.
Definition: Structs.h:297
+
Buffer passed per-model via push constants.
Definition: Structs.h:201
+
vec4 texCoords
Where in the texture to draw from and to (x, y, w, h)
Definition: Structs.h:204
+
vec4 colourMod
Current colour modifier.
Definition: Structs.h:203
+
mat4 model
Model matrix.
Definition: Structs.h:202
+
User configurable settings.
Definition: Structs.h:248
+
VK2DMSAA msaa
Current MSAA.
Definition: Structs.h:249
+
VK2DFilterType filterMode
How to filter textures – Not change-able after renderer creation.
Definition: Structs.h:251
+
VK2DScreenMode screenMode
Current screen mode.
Definition: Structs.h:250
+
Renderer limitations for the host.
Definition: Structs.h:281
+
uint64_t maxGeometryVertices
Maximum vertices that can be used in one vk2dRendererDrawGeometryCall, if you use more vertices than ...
Definition: Structs.h:289
+
bool supportsMultiThreadLoading
Whether or not the host supports loading assets in another thread, if attempt to load assets in anoth...
Definition: Structs.h:290
+
uint64_t maxInstancedDraws
Maximum amount of instances you may draw at once, if you request to draw more instances than this it ...
Definition: Structs.h:287
+
bool supportsTripleBuffering
Whether or not the host supports triple buffering, if you request triple buffering and this is false,...
Definition: Structs.h:283
+
bool supportsWireframe
Doesn't really mean anything 💀
Definition: Structs.h:285
+
VK2DMSAA maxMSAA
Maximum MSAA the host supports, if you request an msaa higher than this value, this value will be use...
Definition: Structs.h:282
+
bool supportsImmediate
Whether or not the host supports immediate mode, if you request immediate mode and this is false,...
Definition: Structs.h:284
+
float maxLineWidth
Maximum line width supported on the platform, if you specify a line width greater than this value,...
Definition: Structs.h:286
+
uint64_t maxShaderBufferSize
Maximum size of a shader's uniform buffer in bytes, if you attempt to create a shader with a uniform ...
Definition: Structs.h:288
+
Info for the shadow environment to keep track of.
Definition: Structs.h:302
+
int vertexCount
Number of vertices for this model.
Definition: Structs.h:305
+
int startingVertex
Vertex in the master VBO to start from for this object.
Definition: Structs.h:304
+
bool enabled
Whether or not this object is enabled.
Definition: Structs.h:303
+
mat4 model
Model for this shadow object.
Definition: Structs.h:306
+
Push buffer used for hardware-accelerated shadows.
Definition: Structs.h:214
+
vec4 colour
Colour of this shadow render.
Definition: Structs.h:218
+
vec2 _alignment
Simply for memory alignment.
Definition: Structs.h:217
+
vec2 lightSource
Light source position.
Definition: Structs.h:216
+
mat4 model
Model matrix for this shadow object.
Definition: Structs.h:215
+
Startup options that dictate some basic VK2D stuff.
Definition: Structs.h:231
+
bool stdoutLogging
Print VK2D information to stdout.
Definition: Structs.h:233
+
bool loadCustomShaders
Whether or not to load shaders from a file instead of the built-in ones.
Definition: Structs.h:236
+
bool enableDebug
Enables Vulkan compatibility layers.
Definition: Structs.h:232
+
bool quitOnError
Crash the program when an error occurs.
Definition: Structs.h:234
+
uint64_t vramPageSize
Definition: Structs.h:242
+
const char * errorFile
The file to output errors to, or NULL to disable file output.
Definition: Structs.h:235
+
The VP buffer.
Definition: Structs.h:196
+
mat4 viewproj
View and projection matrix multiplied together.
Definition: Structs.h:197
+
Vertex data for 3D models.
Definition: Structs.h:190
+
vec3 pos
Position of the vertex.
Definition: Structs.h:191
+
vec2 uv
UV coordinates for this vertex.
Definition: Structs.h:192
+
Vertex data for rendering shapes.
Definition: Structs.h:184
+
vec4 colour
Colour of this vertex.
Definition: Structs.h:186
+
vec3 pos
Position of this vertex.
Definition: Structs.h:185
diff --git a/globals.html b/globals.html index 01d8690..2e57957 100644 --- a/globals.html +++ b/globals.html @@ -92,586 +92,6 @@

- m -

- - -

- v -

diff --git a/globals_dup.js b/globals_dup.js new file mode 100644 index 0000000..890d802 --- /dev/null +++ b/globals_dup.js @@ -0,0 +1,5 @@ +var globals_dup = +[ + [ "m", "globals.html", null ], + [ "v", "globals_v.html", null ] +]; \ No newline at end of file diff --git a/globals_enum.html b/globals_enum.html index 13d6d75..39ce89b 100644 --- a/globals_enum.html +++ b/globals_enum.html @@ -119,6 +119,9 @@
  • VK2DShaderStage : Structs.h
  • +
  • VK2DStatus +: Structs.h +
  • VK2DVertexType : Structs.h
  • diff --git a/globals_eval.html b/globals_eval.html index cf46d6b..b541ec6 100644 --- a/globals_eval.html +++ b/globals_eval.html @@ -217,6 +217,42 @@

    - v -

    • VK2D_SHADER_STAGE_VERTEX : Structs.h
    • +
    • VK2D_STATUS_BAD_ASSET +: Structs.h +
    • +
    • VK2D_STATUS_BAD_FORMAT +: Structs.h +
    • +
    • VK2D_STATUS_BEYOND_LIMIT +: Structs.h +
    • +
    • VK2D_STATUS_DEVICE_LOST +: Structs.h +
    • +
    • VK2D_STATUS_FILE_NOT_FOUND +: Structs.h +
    • +
    • VK2D_STATUS_NONE +: Structs.h +
    • +
    • VK2D_STATUS_OUT_OF_RAM +: Structs.h +
    • +
    • VK2D_STATUS_OUT_OF_VRAM +: Structs.h +
    • +
    • VK2D_STATUS_RENDERER_NOT_INITIALIZED +: Structs.h +
    • +
    • VK2D_STATUS_SDL_ERROR +: Structs.h +
    • +
    • VK2D_STATUS_TOO_MANY_CAMERAS +: Structs.h +
    • +
    • VK2D_STATUS_VULKAN_ERROR +: Structs.h +
    • VK2D_SUCCESS : Structs.h
    • diff --git a/globals_func.html b/globals_func.html index 150fa21..860a407 100644 --- a/globals_func.html +++ b/globals_func.html @@ -166,6 +166,9 @@

      - v -

      • vk2dDescConReset() : DescriptorControl.h
      • +
      • vk2dHostInformation() +: Renderer.h +
      • vk2dInstanceSet() : Renderer.h
      • @@ -355,6 +358,15 @@

        - v -

        • vk2dSleep() : Renderer.h
        • +
        • vk2dStatus() +: Renderer.h +
        • +
        • vk2dStatusFatal() +: Renderer.h +
        • +
        • vk2dStatusMessage() +: Renderer.h +
        • vk2dTextureCreate() : Texture.h
        • diff --git a/globals_v.html b/globals_v.html new file mode 100644 index 0000000..4269221 --- /dev/null +++ b/globals_v.html @@ -0,0 +1,728 @@ + + + + + + + +Vulkan2D: Globals + + + + + + + + + + + + + + + + +
          +
          + + + + + + +
          +
          Vulkan2D +
          +
          2D renderer written in C using Vulkan and SDL2
          +
          +
          + + + + + + + +
          +
          + +
          +
          +
          + +
          + +
          +
          + + +
          + +
          + +
          +
          Here is a list of all documented functions, variables, defines, enums, and typedefs with links to the documentation:
          + +

          - v -

          +
          +
          + + + + diff --git a/index.html b/index.html index d29ce14..8e9bac4 100644 --- a/index.html +++ b/index.html @@ -101,7 +101,7 @@

          • Simple and intuitive API built on top of SDL
          • Draw shapes/textures/3D models/arbitrary polygons to the screen or other textures
          • -
          • Fast, built with Vulkan 1.2 and doesn't require any device features (but it can make use of some)
          • +
          • Fast, built with Vulkan 1.1 and doesn't require any device features (but it can make use of some)
          • Simple and fully-featured cameras, allowing for multiple concurrent cameras
          • Powerful and very simple shader interface
          • Simple access to the Vulkan implementation through VK2D/VulkanInterface.h
          • @@ -125,7 +125,7 @@

            C++17 (VMA uses C++17)

            Example

            -

            Using the renderer is quite simple, but there are some things to be aware of. For the sake of brevity, error checking is removed from the following example

            +

            By default the program automatically crashes on fatal errors, but you may specify Vulkan2D to not do that and check for errors on your own. The following example uses default settings meaning that if there is an error in VK2D, it will print the status to vk2derror.txt and quit.

            SDL_Window *window = SDL_CreateWindow("VK2D", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_VULKAN);
            SDL_Event e;
            @@ -165,17 +165,22 @@

            @ VK2D_FILTER_TYPE_NEAREST
            Nearest neighbor filter, good for pixel art.
            Definition: Structs.h:75
            @ VK2D_MSAA_32X
            32 samples per pixel
            Definition: Structs.h:56
            @ VK2D_SCREEN_MODE_TRIPLE_BUFFER
            Optimal for gaming but a bit slower than immediate (machines may not support this)
            Definition: Structs.h:69
            -
            float vec4[4]
            4D vector of floats
            Definition: Structs.h:156
            -
            User configurable settings.
            Definition: Structs.h:232
            -

            +
            float vec4[4]
            4D vector of floats
            Definition: Structs.h:172
            +
            User configurable settings.
            Definition: Structs.h:248
            +

            If you don't want VK2D to crash on errors you may specify that in the struct VK2DStartupOptions passed to vk2dRendererInit and check for errors yourself with vk2dStatus, vk2dStatusMessage, and vk2dStatusFatal. Any VK2D function can raise fatal errors but unless you pass bad pointers to VK2D functions, they will not crash if there is a fatal error and will instead simply do nothing.

            +

            Running the Examples

            All examples are tested to work on Windows and Ubuntu. The CMakeLists.txt at the root directory will generate build systems for each example. Be sure to compile the test shader before running the examples/main/ example with:

            glslc assets/test.frag -o assets/tex.frag.spv
             glslc assets/test.vert -o assets/tex.vert.spv
            -

            You may also compile the binary shader blobs with the long command

            genblobs.py colour.vert colour.frag instanced.vert instanced.frag model.vert model.frag shadows.vert shadows.frag tex.vert tex.frag
            +

            If you don't trust binary blobs you may also compile the binary shader blobs with the command

            genblobs.py colour.vert colour.frag instanced.vert instanced.frag model.vert model.frag shadows.vert shadows.frag tex.vert tex.frag
             

            run from the shaders/ folder (requires Python).

            -TODO

            +Roadmap

            +
          • Built-in imgui support
          • +
          • Better multi-threaded loading support
          • +
          • Soft shadows
          • +
          • More flexibility with shader uniforms
          • 3D shaders
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