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<html lang="en">
<head>
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    <title>Celeritas core API</title>
</head>
<body>
<main>

<header>
    <h1>CELERITAS CORE</h1>
</header>
<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_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">BufferHandle GPU_BufferCreate(u64 size, GPU_BufferType buf_type, GPU_BufferFlags flags, const void* data)</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><h3>Render</h3><ul class="category-list">
    <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 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 PBR_Init(PBR_Storage* storage)</code></pre>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">bool Renderer_Init(RendererConfig config, Renderer* renderer)</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">TextureHandle TextureUpload()</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>
    
    <li class="signature">
    <pre><code class="language-c">void SetCamera(Camera camera)</code></pre>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">void SetPointLight(PointLight light)</code></pre>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">void Shadow_Init(Shadow_Storage* storage)</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>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">Handle Shadow_GetShadowMapTexture(Shadow_Storage* storage)</code></pre>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">void CubeMapData_Load(const char** face_paths, int n)</code></pre>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">void CubeMapData_Free(CubeMapData* cubemap)</code></pre>
    </li>
    
    <li class="signature">
    <pre><code class="language-c">TextureHandle CubeMapData_Upload(CubeMapData* cubemap)</code></pre>
    </li>
    
    <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)</code></pre>
    </li>
    </ul>
</main>
</body>
</html>