enum | VK2DAssetType {
VK2D_ASSET_TYPE_TEXTURE_FILE = 1
, VK2D_ASSET_TYPE_TEXTURE_MEMORY = 2
@@ -613,6 +632,48 @@
+◆ 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 @@
-
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- 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)
-
- 149 typedef float vec2[2];
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+ 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)
+
+ 165 typedef float vec2[2];
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-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
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+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
-
-
-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
+
+
+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 - 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
diff --git a/menudata.js b/menudata.js
index 9506498..f954c27 100644
--- a/menudata.js
+++ b/menudata.js
@@ -78,7 +78,7 @@ var menudata={children:[
{text:"Globals",url:"globals.html",children:[
{text:"All",url:"globals.html",children:[
{text:"m",url:"globals.html#index_m"},
-{text:"v",url:"globals.html#index_v"}]},
+{text:"v",url:"globals_v.html#index_v"}]},
{text:"Functions",url:"globals_func.html",children:[
{text:"v",url:"globals_func.html#index_v"}]},
{text:"Typedefs",url:"globals_type.html"},
diff --git a/navtreedata.js b/navtreedata.js
index 0d65cac..cb0dd51 100644
--- a/navtreedata.js
+++ b/navtreedata.js
@@ -31,7 +31,7 @@ var NAVTREE =
[ "Usage", "index.html#autotoc_md15", null ],
[ "Example", "index.html#autotoc_md16", null ],
[ "Running the Examples", "index.html#autotoc_md17", null ],
- [ "TODO", "index.html#autotoc_md18", null ],
+ [ "Roadmap", "index.html#autotoc_md18", null ],
[ "Cameras", "md_docs_Cameras.html", [
[ "Creating Cameras", "md_docs_Cameras.html#autotoc_md0", null ],
[ "Updating Cameras", "md_docs_Cameras.html#autotoc_md1", null ],
@@ -58,7 +58,7 @@ var NAVTREE =
[ "Files", "files.html", [
[ "File List", "files.html", "files_dup" ],
[ "Globals", "globals.html", [
- [ "All", "globals.html", null ],
+ [ "All", "globals.html", "globals_dup" ],
[ "Functions", "globals_func.html", null ],
[ "Typedefs", "globals_type.html", null ],
[ "Enumerations", "globals_enum.html", null ],
@@ -72,7 +72,7 @@ var NAVTREE =
var NAVTREEINDEX =
[
"Camera_8h.html",
-"md_docs_QuickStart.html#autotoc_md9"
+"index.html#autotoc_md12"
];
var SYNCONMSG = 'click to disable panel synchronisation';
diff --git a/navtreeindex0.js b/navtreeindex0.js
index 79ce234..5c8bea5 100644
--- a/navtreeindex0.js
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