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+
+<html lang="en">
+<head>
+ <meta charset="UTF-8">
+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
+ <meta name="description" content="">
+ <link rel="stylesheet" href="doc_styles.css">
+ <!-- <link rel="stylesheet" href="prism.css"> -->
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+
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+ <script>hljs.highlightAll();</script>
+
+ <title>Celeritas core API</title>
+</head>
+<body>
+<main>
+
+<header>
+ <h1>CELERITAS CORE API DOCS</h1>
+</header>
+<h3>Core</h3><ul class="category-list">
+ <li class="signature">
+ <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">Mat4 Camera_View2D(Camera* c)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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 Skybox_Draw(Skybox* skybox, Camera camera)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void SetCamera(Camera camera)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void SetMainLight(DirectionalLight light)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void PBR_Init(PBR_Storage* storage)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Material PBRMaterialDefault()</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">ShaderDataLayout PBRMaterial_GetLayout(void* data)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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 Shadow_Run(RenderEnt* entities, size_t entity_count)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Shadow_DrawDebugQuad()</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">TextureHandle Shadow_GetShadowMapTexture(Shadow_Storage* storage)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Immdraw_Init(Immdraw_Storage* storage)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Immdraw_Shutdown(Immdraw_Storage* storage)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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 Immdraw_Cuboid(Transform tf, Vec4 colour, bool wireframe)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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 Immdraw_TransformGizmo(Transform tf, f32 size)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void EncodeDrawModel(Handle model, Mat4 transform)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void EncodeDrawMesh(Mesh* mesh, Material* material, Mat4 affine)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Renderer_Shutdown(Renderer* renderer)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">size_t Renderer_GetMemReqs()</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Render_FrameBegin(Renderer* renderer)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Render_FrameEnd(Renderer* renderer)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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">TextureData TextureDataLoad(const char* path, bool invert_y)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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">TextureHandle TextureLoadFromFile(const char* path)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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">Mesh Mesh_Create(Geometry* geometry, bool free_on_upload)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void Mesh_Delete(Mesh* mesh)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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 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">Vec3 vec3_create(f32 x, f32 y, f32 z)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Vec3 vec3_add(Vec3 a, Vec3 b)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Vec3 vec3_sub(Vec3 a, Vec3 b)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Vec3 vec3_mult(Vec3 a, f32 s)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Vec3 vec3_div(Vec3 a, f32 s)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">f32 vec3_len_squared(Vec3 a)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">f32 vec3_len(Vec3 a)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Vec3 vec3_negate(Vec3 a)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">Vec3 vec3_normalise(Vec3 a)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">f32 vec3_dot(Vec3 a, Vec3 b)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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 GraphicsPipeline_Destroy(GPU_Pipeline* pipeline)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">GPU_CmdEncoder GPU_CmdEncoder_Create()</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void GPU_CmdEncoder_Begin(GPU_CmdEncoder* encoder)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void GPU_CmdEncoder_Finish(GPU_CmdEncoder* encoder)</code></pre>
+ </li>
+
+ <li class="signature">
+ <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">void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer)</code></pre>
+ </li>
+
+ <li class="signature">
+ <pre><code class="language-c">void GPU_BufferDestroy(BufferHandle handle)</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>
+ </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">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>
+</body>
+</html>