diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-27 17:40:29 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-27 17:40:29 +1000 |
commit | baa4f15774e2eb179a9b6ad6f3b781e0c3e85af3 (patch) | |
tree | 71c7cbc81f86d720e730c0d314b9b295d2f8141d /scripts/apidocs | |
parent | aa0fe8457cfff9c47c0c9fa4a1c86a79c7cbf9c5 (diff) |
remove the editor folder
Diffstat (limited to 'scripts/apidocs')
-rw-r--r-- | scripts/apidocs/gen_apidocs.py | 10 | ||||
-rw-r--r-- | scripts/apidocs/index.html | 174 |
2 files changed, 122 insertions, 62 deletions
diff --git a/scripts/apidocs/gen_apidocs.py b/scripts/apidocs/gen_apidocs.py index cfce6ec..d01e441 100644 --- a/scripts/apidocs/gen_apidocs.py +++ b/scripts/apidocs/gen_apidocs.py @@ -33,7 +33,7 @@ page_start = """ page_header = """ <header> - <h1>CELERITAS CORE DOCS</h1> + <h1>CELERITAS CORE API DOCS</h1> </header> """ @@ -56,9 +56,11 @@ def emit_function_sig(signature: str) -> str: """ categories = { - "RAL": "src/ral", + "Core": "src/core", "Render": "src/new_render", - "Maths": "src/maths" + "Maths": "src/maths", + "RAL": "src/ral", + "Systems": "src/systems", } def find_pub_functions_in_folder(folder_path): @@ -85,6 +87,8 @@ def find_pub_functions_in_file(file_path): signature = match.group(0) if signature.startswith("PUB "): signature = signature[4:] + if signature.startswith("c_static_inline "): + signature = signature[16:] print(signature) functions.append(signature) diff --git a/scripts/apidocs/index.html b/scripts/apidocs/index.html index 0c19c0c..a72dbf3 100644 --- a/scripts/apidocs/index.html +++ b/scripts/apidocs/index.html @@ -20,227 +20,283 @@ <main> <header> - <h1>CELERITAS CORE DOCS</h1> + <h1>CELERITAS CORE API DOCS</h1> </header> -<h3>RAL</h3><ul class="category-list"> +<h3>Core</h3><ul class="category-list"> <li class="signature"> - <pre><code class="language-c">void GPU_Renderpass_Destroy(GPU_Renderpass* pass)</code></pre> + <pre><code class="language-c">Camera Camera_Create(Vec3 pos, Vec3 front, Vec3 up, f32 fov)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline)</code></pre> + <pre><code class="language-c">Mat4 Camera_View2D(Camera* c)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">GPU_CmdEncoder GPU_CmdEncoder_Create()</code></pre> + <pre><code class="language-c">void FlyCamera_Update(Camera* camera)</code></pre> + </li> + </ul><h3>Render</h3><ul class="category-list"> + <li class="signature"> + <pre><code class="language-c">Skybox Skybox_Create(const char** face_paths, int n)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder)</code></pre> + <pre><code class="language-c">void Skybox_Draw(Skybox* skybox, Camera camera)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_CmdEncoder_Begin(GPU_CmdEncoder* encoder)</code></pre> + <pre><code class="language-c">void SetCamera(Camera camera)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_CmdEncoder_Finish(GPU_CmdEncoder* encoder)</code></pre> + <pre><code class="language-c">void SetMainLight(DirectionalLight light)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass)</code></pre> + <pre><code class="language-c">void PBR_Init(PBR_Storage* storage)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder)</code></pre> + <pre><code class="language-c">Material PBRMaterialDefault()</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer)</code></pre> + <pre><code class="language-c">ShaderDataLayout PBRMaterial_GetLayout(void* data)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">BufferHandle GPU_BufferCreate(u64 size, GPU_BufferType buf_type, GPU_BufferFlags flags, const void* data)</code></pre> + <pre><code class="language-c">void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_height)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_BufferDestroy(BufferHandle handle)</code></pre> + <pre><code class="language-c">void Shadow_Run(RenderEnt* entities, size_t entity_count)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_BufferUpload(BufferHandle buffer, size_t n_bytes, const void* data)</code></pre> + <pre><code class="language-c">void Shadow_DrawDebugQuad()</code></pre> </li> <li class="signature"> - <pre><code class="language-c">TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void* data)</code></pre> + <pre><code class="language-c">TextureHandle Shadow_GetShadowMapTexture(Shadow_Storage* storage)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_TextureDestroy(TextureHandle handle)</code></pre> + <pre><code class="language-c">void Immdraw_Init(Immdraw_Storage* storage)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)</code></pre> + <pre><code class="language-c">void Immdraw_Shutdown(Immdraw_Storage* storage)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_EncodeBindPipeline(GPU_CmdEncoder* encoder, GPU_Pipeline* pipeline)</code></pre> + <pre><code class="language-c">void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_EncodeBindShaderData(GPU_CmdEncoder* encoder, u32 group, ShaderData data)</code></pre> + <pre><code class="language-c">void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_EncodeSetVertexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)</code></pre> + <pre><code class="language-c">void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_EncodeSetIndexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)</code></pre> + <pre><code class="language-c">void Immdraw_TransformGizmo(Transform tf, f32 size)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_EncodeDraw(GPU_CmdEncoder* encoder, u64 count)</code></pre> + <pre><code class="language-c">void EncodeDrawModel(Handle model, Mat4 transform)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_EncodeDrawIndexed(GPU_CmdEncoder* encoder, u64 index_count)</code></pre> + <pre><code class="language-c">void EncodeDrawMesh(Mesh* mesh, Material* material, Mat4 affine)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">bool GPU_Backend_BeginFrame()</code></pre> + <pre><code class="language-c">void Renderer_Shutdown(Renderer* renderer)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void GPU_Backend_EndFrame()</code></pre> + <pre><code class="language-c">size_t Renderer_GetMemReqs()</code></pre> </li> - </ul><h3>Render</h3><ul class="category-list"> + <li class="signature"> - <pre><code class="language-c">void EncodeDrawModel(Handle model, Mat4 transform)</code></pre> + <pre><code class="language-c">void Render_FrameBegin(Renderer* renderer)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void EncodeDrawMesh(Mesh* mesh, Material* material, Mat4 affine)</code></pre> + <pre><code class="language-c">void Render_FrameEnd(Renderer* renderer)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Immdraw_Init(Immdraw_Storage* storage)</code></pre> + <pre><code class="language-c">void Render_RenderEntities(RenderEnt* entities, size_t entity_count)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Immdraw_Shutdown(Immdraw_Storage* storage)</code></pre> + <pre><code class="language-c">TextureData TextureDataLoad(const char* path, bool invert_y)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Immdraw_Plane(Transform tf, Vec4 colour, bool wireframe)</code></pre> + <pre><code class="language-c">void TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe)</code></pre> + <pre><code class="language-c">TextureHandle TextureLoadFromFile(const char* path)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Immdraw_Sphere(Transform tf, f32 size, Vec4 colour, bool wireframe)</code></pre> + <pre><code class="language-c">ModelHandle ModelLoad(const char* debug_name, const char* filepath)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Immdraw_TransformGizmo(Transform tf, f32 size)</code></pre> + <pre><code class="language-c">Mesh Mesh_Create(Geometry* geometry, bool free_on_upload)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void PBR_Init(PBR_Storage* storage)</code></pre> + <pre><code class="language-c">void Mesh_Delete(Mesh* mesh)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">bool Renderer_Init(RendererConfig config, Renderer* renderer)</code></pre> + <pre><code class="language-c">void DrawMesh(Mesh* mesh, Material* material, Mat4 model)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Renderer_Shutdown(Renderer* renderer)</code></pre> + <pre><code class="language-c">void Render_DrawTerrain()</code></pre> + </li> + </ul><h3>Maths</h3><ul class="category-list"> + <li class="signature"> + <pre><code class="language-c">Vec3 vec3_normalise(Vec3 a)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">size_t Renderer_GetMemReqs()</code></pre> + <pre><code class="language-c">Vec3 vec3_create(f32 x, f32 y, f32 z)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Render_FrameBegin(Renderer* renderer)</code></pre> + <pre><code class="language-c">Vec3 vec3_add(Vec3 a, Vec3 b)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Render_FrameEnd(Renderer* renderer)</code></pre> + <pre><code class="language-c">Vec3 vec3_sub(Vec3 a, Vec3 b)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Render_RenderEntities(RenderEnt* entities, size_t entity_count)</code></pre> + <pre><code class="language-c">Vec3 vec3_mult(Vec3 a, f32 s)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">TextureHandle TextureUpload()</code></pre> + <pre><code class="language-c">Vec3 vec3_div(Vec3 a, f32 s)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">ModelHandle ModelLoad(const char* debug_name, const char* filepath)</code></pre> + <pre><code class="language-c">f32 vec3_len_squared(Vec3 a)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">Mesh Mesh_Create(Geometry* geometry, bool free_on_upload)</code></pre> + <pre><code class="language-c">f32 vec3_len(Vec3 a)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Mesh_Delete(Mesh* mesh)</code></pre> + <pre><code class="language-c">Vec3 vec3_negate(Vec3 a)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void DrawMesh(Mesh* mesh, Material* material, Mat4 model)</code></pre> + <pre><code class="language-c">Vec3 vec3_normalise(Vec3 a)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Render_DrawTerrain()</code></pre> + <pre><code class="language-c">f32 vec3_dot(Vec3 a, Vec3 b)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void SetCamera(Camera camera)</code></pre> + <pre><code class="language-c">Vec3 vec3_cross(Vec3 a, Vec3 b)</code></pre> + </li> + </ul><h3>RAL</h3><ul class="category-list"> + <li class="signature"> + <pre><code class="language-c">void GPU_Renderpass_Destroy(GPU_Renderpass* pass)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void SetPointLight(PointLight light)</code></pre> + <pre><code class="language-c">void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Shadow_Init(Shadow_Storage* storage, u32x2 shadowmap_extents)</code></pre> + <pre><code class="language-c">GPU_CmdEncoder GPU_CmdEncoder_Create()</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Shadow_Run(Shadow_Storage* storage, RenderEnt* entities, size_t entity_count)</code></pre> + <pre><code class="language-c">void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">Handle Shadow_GetShadowMapTexture(Shadow_Storage* storage)</code></pre> + <pre><code class="language-c">void GPU_CmdEncoder_Begin(GPU_CmdEncoder* encoder)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void CubeMapData_Load(const char** face_paths, int n)</code></pre> + <pre><code class="language-c">void GPU_CmdEncoder_Finish(GPU_CmdEncoder* encoder)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void CubeMapData_Free(CubeMapData* cubemap)</code></pre> + <pre><code class="language-c">void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">TextureHandle CubeMapData_Upload(CubeMapData* cubemap)</code></pre> + <pre><code class="language-c">void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">Skybox Skybox_Create(const char** face_paths, int n)</code></pre> + <pre><code class="language-c">void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer)</code></pre> </li> <li class="signature"> - <pre><code class="language-c">void Skybox_Draw(Skybox* skybox)</code></pre> + <pre><code class="language-c">void GPU_BufferDestroy(BufferHandle handle)</code></pre> </li> - </ul><h3>Maths</h3><ul class="category-list"> + + <li class="signature"> + <pre><code class="language-c">void GPU_BufferUpload(BufferHandle buffer, size_t n_bytes, const void* data)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void* data)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_TextureDestroy(TextureHandle handle)</code></pre> + </li> + <li class="signature"> - <pre><code class="language-c">static inline Vec3 vec3_create(f32 x, f32 y, f32 z)</code></pre> + <pre><code class="language-c">void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_EncodeBindPipeline(GPU_CmdEncoder* encoder, GPU_Pipeline* pipeline)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_EncodeBindShaderData(GPU_CmdEncoder* encoder, u32 group, ShaderData data)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_EncodeSetVertexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_EncodeSetIndexBuffer(GPU_CmdEncoder* encoder, BufferHandle buf)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_EncodeDraw(GPU_CmdEncoder* encoder, u64 count)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_EncodeDrawIndexed(GPU_CmdEncoder* encoder, u64 index_count)</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">bool GPU_Backend_BeginFrame()</code></pre> + </li> + + <li class="signature"> + <pre><code class="language-c">void GPU_Backend_EndFrame()</code></pre> </li> </ul> </main> |