cturtle/render
include "cturtle/render";
Types
RenderMaterialPropertyInfo
Native struct
| Field | Type | Writable | Description |
|---|---|---|---|
valid | bool | no | |
texture | bool | no | |
required | bool | no | |
data | bool | no | |
runtime | bool | no | |
hasRange | bool | no | |
slot | int | no | |
type | int | no | |
editor | int | no | |
name | string | no | |
label | string | no | |
defaultValue | string | no | |
minimum | float | no | |
maximum | float | no | |
step | float | no |
close infallible
infallible fn close()
RenderImageInfo
Native struct
| Field | Type | Writable | Description |
|---|---|---|---|
valid | bool | no | |
width | int | no | |
height | int | no |
close infallible
infallible fn close()
RenderSpriteDesc
Object
| Field | Type | Writable | Description |
|---|---|---|---|
position | Vec3 | yes | |
size | Vec2 | yes | |
pivot | Vec2 | yes | |
rotation | float | yes | |
rotationOffset | float | yes | |
image | string | yes | |
animation | string | yes | |
animationSpeed | float | yes | |
frameX | int | yes | |
frameY | int | yes | |
frameWidth | int | yes | |
frameHeight | int | yes | |
framesPerRow | int | yes | |
invisible | bool | yes | |
flipX | bool | yes | |
flipY | bool | yes |
RenderSpriteEffectDesc
Object
| Field | Type | Writable | Description |
|---|---|---|---|
position | Vec3 | yes | |
size | Vec2 | yes | |
rotation | float | yes | |
r | float | yes | |
g | float | yes | |
b | float | yes | |
a | float | yes | |
age | float | yes | |
kind | float | yes |
RenderLightingScope
Object
| Field | Type | Writable | Description |
|---|---|---|---|
id | int | yes |
RenderMaterial
Object
| Field | Type | Writable | Description |
|---|---|---|---|
kind | int | yes | |
system | int | yes | |
id | int | yes | |
registry | int | yes |
RenderVertexAttribute
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
location | int | yes | |
type | int | yes | |
offset | int | yes |
RenderVertexLayout
Object
| Field | Type | Writable | Description |
|---|---|---|---|
stride | int | yes | |
attributes | array<RenderVertexAttribute> | yes |
RenderUniformAttribute
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
type | int | yes | |
offset | int | yes |
RenderMaterialTexture
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
slot | int | yes | |
required | bool | yes | |
data | bool | yes | |
runtime | bool | yes |
RenderMaterialHint
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
label | string | yes | |
editor | int | yes | |
hasRange | bool | yes | |
minimum | float | yes | |
maximum | float | yes | |
step | float | yes |
RenderMeshSystemDesc
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
shader | string | yes | |
vertices | RenderVertexLayout | yes | |
instances | RenderVertexLayout | yes | |
uniformSize | int | yes | |
uniforms | array<RenderUniformAttribute> | yes | |
defaults | array<byte> | yes | |
textures | array<RenderMaterialTexture> | yes | |
hints | array<RenderMaterialHint> | yes | |
cull | int | yes | |
winding | int | yes | |
depthCompare | int | yes | |
samplerSlot | int | yes | |
transparent | bool | yes | |
alphaToCoverage | bool | yes | |
lighting | bool | yes | |
maxInstances | int | yes |
RenderPassUniform
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
source | int | yes |
RenderPassImage
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
materialInput | string | yes | |
source | int | yes |
RenderPassSampler
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
materialInput | string | yes | |
source | int | yes | |
settings | RenderSampler | yes |
RenderMeshPassDesc
Object
| Field | Type | Writable | Description |
|---|---|---|---|
name | string | yes | |
shader | string | yes | |
uniforms | array<RenderPassUniform> | yes | |
images | array<RenderPassImage> | yes | |
samplers | array<RenderPassSampler> | yes | |
blends | array<int> | yes | |
colorMasks | array<int> | yes | |
depthCompare | int | yes | |
depthWrite | bool | yes | |
alphaToCoverage | bool | yes |
RenderSampler
Object
| Field | Type | Writable | Description |
|---|---|---|---|
minFilter | int | yes | |
magFilter | int | yes | |
mipFilter | int | yes | |
wrapU | int | yes | |
wrapV | int | yes | |
anisotropy | int | yes |
RenderMeshSubmission
Object
| Field | Type | Writable | Description |
|---|---|---|---|
system | int | yes | |
mesh | int | yes | |
material | int | yes | |
instances | int | yes | |
first | int | yes | |
count | int | yes | |
model | array<float> | yes | |
castShadows | bool | yes | |
receiveShadows | bool | yes | |
bones | array<float> | yes | |
bounds | array<float> | yes |
RenderMeshEntityDesc
Object
| Field | Type | Writable | Description |
|---|---|---|---|
system | int | yes | |
mesh | int | yes | |
material | int | yes | |
position | Vec3 | yes | |
rotation | Vec3 | yes | |
scale | Vec3 | yes |
RenderSpriteFrame
Object
| Field | Type | Writable | Description |
|---|---|---|---|
image | int | yes | |
values | array<float> | yes |
width infallible
infallible fn width() -> float
height infallible
infallible fn height() -> float
u0 infallible
infallible fn u0() -> float
v0 infallible
infallible fn v0() -> float
u1 infallible
infallible fn u1() -> float
v1 infallible
infallible fn v1() -> float
RenderPassDraw
Object
| Field | Type | Writable | Description |
|---|---|---|---|
system | int | yes | |
mesh | int | yes | |
material | int | yes | |
variant | string | yes | |
uniformNames | array<string> | yes | |
uniforms | array<array<float>> | yes | |
imageNames | array<string> | yes | |
images | array<int> | yes |
RenderViewport
Object
| Field | Type | Writable | Description |
|---|---|---|---|
id | int | yes | |
imageKey | string | yes |
Vec3
Object
| Field | Type | Writable | Description |
|---|---|---|---|
x | float | yes | |
y | float | yes | |
z | float | yes |
RenderSpriteUpdateBatch
Object
| Field | Type | Writable | Description |
|---|---|---|---|
sprites | array<Entity> | yes | |
values | array<float> | yes |
RenderViewportBatch
Object
| Field | Type | Writable | Description |
|---|---|---|---|
viewport | RenderViewport | yes | |
meshes | array<int> | yes | |
systems | array<int> | yes | |
materials | array<int> | yes | |
transforms | array<float> | yes |
MeshVertex2
Object
| Field | Type | Writable | Description |
|---|---|---|---|
x | float | yes | |
y | float | yes | |
z | float | yes | |
u | float | yes | |
v | float | yes | |
r | float | yes | |
g | float | yes | |
b | float | yes | |
a | float | yes |
MeshVertex3
Object
| Field | Type | Writable | Description |
|---|---|---|---|
x | float | yes | |
y | float | yes | |
z | float | yes | |
nx | float | yes | |
ny | float | yes | |
nz | float | yes | |
u | float | yes | |
v | float | yes |
RenderLight
Object
| Field | Type | Writable | Description |
|---|---|---|---|
id | int | yes |
RenderLightDesc
Object
| Field | Type | Writable | Description |
|---|---|---|---|
kind | int | yes | |
position | Vec3 | yes | |
direction | Vec3 | yes | |
color | Vec3 | yes | |
intensity | float | yes | |
range | float | yes | |
innerAngle | float | yes | |
outerAngle | float | yes | |
enabled | bool | yes | |
shadows | bool | yes | |
sourceRadius | float | yes | |
depthBias | float | yes | |
normalBias | float | yes | |
resolution | int | yes | |
priority | int | yes |
RenderShadowConfig
Object
| Field | Type | Writable | Description |
|---|---|---|---|
enabled | bool | yes | |
atlasSize | int | yes | |
directionalResolution | int | yes | |
localResolution | int | yes | |
distance | float | yes | |
quality | int | yes | |
maxResidentLights | int | yes | |
refreshViews | int | yes | |
unlimited | bool | yes | |
debugView | int | yes | |
atlasHeight | int | yes |
RenderShadowStats
Object
| Field | Type | Writable | Description |
|---|---|---|---|
valid | bool | yes | |
gpuFrame | int | yes | |
preparationFrame | int | yes | |
viewportWidth | int | yes | |
viewportHeight | int | yes | |
lights | int | yes | |
residentLights | int | yes | |
deferredLights | int | yes | |
refreshedViews | int | yes | |
cachedViews | int | yes | |
shadowDraws | int | yes | |
atlasSize | int | yes | |
tileReferences | int | yes | |
atlasBytes | float | yes | |
atlasOccupancy | float | yes | |
prepareCpuMs | float | yes | |
shadowCpuMs | float | yes | |
shadowGpuMs | float | yes | |
failed | bool | yes | |
atlasHeight | int | yes | |
tableImageAllocations | int | yes |
RenderLightInfo
Object
| Field | Type | Writable | Description |
|---|---|---|---|
valid | bool | yes | |
light | RenderLight | yes | |
name | string | yes | |
description | RenderLightDesc | yes |
RenderLightingSettings
Object
| Field | Type | Writable | Description |
|---|---|---|---|
valid | bool | yes | |
enabled | bool | yes | |
ambient | Vec3 | yes | |
shadows | RenderShadowConfig | yes | |
isolatedLight | RenderLight | yes |
RenderShadowMapInfo
Object
| Field | Type | Writable | Description |
|---|---|---|---|
x | int | yes | |
y | int | yes | |
resolution | int | yes | |
allocated | bool | yes | |
valid | bool | yes | |
refreshed | bool | yes |
RenderShadowLightInfo
Object
| Field | Type | Writable | Description |
|---|---|---|---|
valid | bool | yes | |
status | int | yes | |
frame | int | yes | |
maps | array<RenderShadowMapInfo> | yes |
Functions
renderMaterialKind infallible
infallible fn renderMaterialKind(string system) -> int
renderImageInfo infallible
infallible fn renderImageInfo(int handle) -> RenderImageInfo
renderMaterialTextureCount infallible
infallible fn renderMaterialTextureCount(string system) -> int
renderMaterialParameterCount infallible
infallible fn renderMaterialParameterCount(string system) -> int
renderMaterialPropertyInfo infallible
infallible fn renderMaterialPropertyInfo(
string system,
bool texture,
int index) -> RenderMaterialPropertyInfo
renderShadowError infallible
infallible fn renderShadowError() -> string
renderCameraShadowError infallible
infallible fn renderCameraShadowError(int handle) -> string
renderSceneLightingParse infallible
infallible fn renderSceneLightingParse(string name) -> string
renderMaterialCanCastShadows infallible
infallible fn renderMaterialCanCastShadows(string system) -> bool
renderSpriteArchetype
tree renderSpriteArchetype(
string name,
RenderMaterial material,
array<Component> extras) -> WorldArchetype
renderSpriteEffectArchetype
tree renderSpriteEffectArchetype(
string name,
RenderMaterial material,
array<Component> extras) -> WorldArchetype
renderSpriteEffectSpawn
tree renderSpriteEffectSpawn(
WorldArchetype archetype,
RenderMaterial material,
RenderSpriteEffectDesc effect) -> Entity
renderSpriteSpawn
tree renderSpriteSpawn(
WorldArchetype archetype,
RenderMaterial material,
RenderSpriteDesc d) -> Entity
renderLightAttachEntity
tree renderLightAttachEntity(
Entity parent,
RenderLightDesc d,
Vec3 offset) -> Entity
renderLightEntitySetEnabled
tree renderLightEntitySetEnabled(Entity entity, bool enabled) -> bool
renderLightEntityGet infallible
infallible fn renderLightEntityGet(Entity entity) -> RenderLight
renderViewportQueueVisible
fn renderViewportQueueVisible(RenderViewport viewport, bool visible) -> bool
renderViewportCamera
tree renderViewportCamera(RenderViewport viewport) -> int
renderViewportLightingScope
tree renderViewportLightingScope(RenderViewport viewport) -> RenderLightingScope
renderLightingScopeDestroy
tree renderLightingScopeDestroy(RenderLightingScope scope) -> bool
renderLightingScopeCreateLight infallible
infallible fn renderLightingScopeCreateLight(
RenderLightingScope scope,
RenderLightDesc desc) -> RenderLight
renderLightingScopeUpdateLight infallible
infallible fn renderLightingScopeUpdateLight(
RenderLightingScope scope,
RenderLight light,
RenderLightDesc desc,
string name) -> bool
renderLightingScopeDestroyLight infallible
infallible fn renderLightingScopeDestroyLight(
RenderLightingScope scope,
RenderLight light) -> bool
renderLightingScopeLight infallible
infallible fn renderLightingScopeLight(
RenderLightingScope scope,
RenderLight light) -> RenderLightInfo
renderLightingScopeLights
fn renderLightingScopeLights(RenderLightingScope scope) -> array<RenderLight>
renderLightingScopeSettings infallible
infallible fn renderLightingScopeSettings(
RenderLightingScope scope) -> RenderLightingSettings
renderLightingScopeSetSettings infallible
infallible fn renderLightingScopeSetSettings(
RenderLightingScope scope,
RenderLightingSettings settings) -> bool
renderMeshShaderFile
tree renderMeshShaderFile(string name, string path, string program) -> int
renderMeshShaderDestroy
tree renderMeshShaderDestroy(int shader) -> bool
renderMeshSystemCreate
tree renderMeshSystemCreate(RenderMeshSystemDesc desc) -> int
renderMeshSystemDestroy
tree renderMeshSystemDestroy(int system) -> bool
renderMeshPassAdd
tree renderMeshPassAdd(int system, RenderMeshPassDesc desc) -> bool
renderMeshScenePass
tree renderMeshScenePass(int system, string name) -> bool
renderMeshCreateLayout
tree renderMeshCreateLayout(
RenderVertexLayout layout,
int vertices,
int indices) -> int
renderMeshUploadBytes
tree renderMeshUploadBytes(
int mesh,
array<byte> vertices,
array<int> indices) -> bool
renderMeshInstancesCreate
tree renderMeshInstancesCreate(int stride, int capacity) -> int
renderMeshInstancesUpdate
tree renderMeshInstancesUpdate(int mesh, array<byte> data, int count) -> bool
renderMeshMaterialSampler
tree renderMeshMaterialSampler(
RenderMaterial material,
string input,
int image,
RenderSampler sampler) -> bool
renderMeshSubmit infallible
infallible fn renderMeshSubmit(RenderMeshSubmission draw) -> bool
renderMeshRetainedEntity
tree renderMeshRetainedEntity(RenderMeshEntityDesc desc) -> Entity
renderMeshStreamedEntity
tree renderMeshStreamedEntity(
RenderMeshEntityDesc desc,
int instances,
int first,
int count) -> Entity
renderMeshExplicitEntity
tree renderMeshExplicitEntity(RenderMeshEntityDesc desc) -> Entity
renderMeshStreamedUpdate
tree renderMeshStreamedUpdate(
Entity entity,
int instances,
int first,
int count) -> bool
renderVertexLayout
fn renderVertexLayout(int stride) -> RenderVertexLayout
renderMeshSystemDesc
fn renderMeshSystemDesc(
string name,
string shader,
RenderVertexLayout vertices) -> RenderMeshSystemDesc
renderMeshPassDesc
fn renderMeshPassDesc(string name, string shader) -> RenderMeshPassDesc
renderMeshEntityDesc
fn renderMeshEntityDesc(int system, int mesh, int material) -> RenderMeshEntityDesc
renderMeshSubmission
fn renderMeshSubmission(int system, int mesh, int material) -> RenderMeshSubmission
renderUniformExplicit infallible
infallible fn renderUniformExplicit() -> int
renderUniformMaterial infallible
infallible fn renderUniformMaterial() -> int
renderUniformView infallible
infallible fn renderUniformView() -> int
renderUniformLighting infallible
infallible fn renderUniformLighting() -> int
renderUniformSkinning infallible
infallible fn renderUniformSkinning() -> int
renderUniformMatrices infallible
infallible fn renderUniformMatrices() -> int
renderImageMaterial infallible
infallible fn renderImageMaterial() -> int
renderImageShadowAtlas infallible
infallible fn renderImageShadowAtlas() -> int
renderImageLightRecords infallible
infallible fn renderImageLightRecords() -> int
renderImageShadowViews infallible
infallible fn renderImageShadowViews() -> int
renderImageLightTiles infallible
infallible fn renderImageLightTiles() -> int
renderSamplerConfig infallible
infallible fn renderSamplerConfig() -> int
renderSamplerLighting infallible
infallible fn renderSamplerLighting() -> int
renderSamplerMaterial infallible
infallible fn renderSamplerMaterial() -> int
renderTargetCreate
tree renderTargetCreate(int width, int height) -> int
renderTargetDestroy
tree renderTargetDestroy(int target) -> bool
renderUiSurfaceImage
tree renderUiSurfaceImage(int surface) -> int
renderSpriteFrame infallible
infallible fn renderSpriteFrame() -> RenderSpriteFrame
renderSpriteFrameRead
tree renderSpriteFrameRead(Entity entity, RenderSpriteFrame frame) -> bool
renderMeshUploadFloats
tree renderMeshUploadFloats(
int mesh,
array<float> vertices,
array<int> indices) -> bool
renderMeshDrawPass
tree renderMeshDrawPass(int target, RenderPassDraw draw) -> bool
renderSpriteUpdateBatch infallible
infallible fn renderSpriteUpdateBatch() -> RenderSpriteUpdateBatch
renderSpriteUpdateBatchAdd
fn renderSpriteUpdateBatchAdd(
RenderSpriteUpdateBatch batch,
Entity sprite,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a)
renderSpriteUpdateBatchSubmit
tree renderSpriteUpdateBatchSubmit(RenderSpriteUpdateBatch batch) -> bool
renderViewportBatchAdd
fn renderViewportBatchAdd(
RenderViewportBatch batch,
int mesh,
RenderMaterial material,
Vec3 p,
Vec3 r,
Vec3 s) -> int
renderViewportBatchSubmit
tree renderViewportBatchSubmit(RenderViewportBatch batch) -> bool
renderViewportBatch infallible
infallible fn renderViewportBatch(RenderViewport viewport) -> RenderViewportBatch
vec3 infallible
infallible fn vec3(float x, float y, float z) -> Vec3
renderImageGet
tree renderImageGet(string name) -> int
renderImageLoad
tree renderImageLoad(string path, bool srgb) -> int
renderImageCreate
tree renderImageCreate(int width, int height, array<int> rgba) -> int
renderDataImageCreate
tree renderDataImageCreate(int width, int height, array<int> rgba) -> int
renderColorImageCreate
tree renderColorImageCreate(bool data, float r, float g, float b, float a) -> int
renderImageQueueUpdate
fn renderImageQueueUpdate(int image, array<int> rgba) -> bool
renderImageDestroy
tree renderImageDestroy(int image) -> bool
renderUiImageSourceQueueSet
fn renderUiImageSourceQueueSet(string key, int image) -> bool
renderMaterialGet
tree renderMaterialGet(string name) -> RenderMaterial
renderMaterialCreate
tree renderMaterialCreate(
int kind,
string system,
string name,
int image,
string shader) -> RenderMaterial
renderPreviewPaletteCreate
tree renderPreviewPaletteCreate(
array<int> colors,
array<int> shadows,
string prefix,
array<int> images,
array<RenderMaterial> materials)
renderCutoutPreviewCreate
tree renderCutoutPreviewCreate(
string path,
bool srgb,
string name,
int neutralNormal,
array<int> images) -> RenderMaterial
renderMaterialQueueSetImage
fn renderMaterialQueueSetImage(RenderMaterial material, int image) -> bool
renderMaterialQueueSetNamedImage
fn renderMaterialQueueSetNamedImage(
RenderMaterial material,
string input,
int image) -> bool
renderMaterialInputIsData infallible
infallible fn renderMaterialInputIsData(string system, string input) -> bool
renderMaterialParameterType infallible
infallible fn renderMaterialParameterType(string system, string parameter) -> int
renderMaterialParameterEditor infallible
infallible fn renderMaterialParameterEditor(string system, string parameter) -> int
renderMaterialParameterRange infallible
infallible fn renderMaterialParameterRange(
string system,
string parameter) -> array<float>
renderMaterialQueueSetImageSlot
fn renderMaterialQueueSetImageSlot(
RenderMaterial material,
int slot,
int image) -> bool
renderMaterialQueueSetFloat
fn renderMaterialQueueSetFloat(
RenderMaterial material,
string parameter,
float value) -> bool
renderMaterialQueueSetVec2
fn renderMaterialQueueSetVec2(
RenderMaterial material,
string parameter,
float x,
float y) -> bool
renderMaterialQueueSetVec3
fn renderMaterialQueueSetVec3(
RenderMaterial material,
string parameter,
float x,
float y,
float z) -> bool
renderMaterialQueueSetVec4
fn renderMaterialQueueSetVec4(
RenderMaterial material,
string parameter,
float x,
float y,
float z,
float w) -> bool
renderMaterialQueueSetInt
fn renderMaterialQueueSetInt(
RenderMaterial material,
string parameter,
int value) -> bool
renderMaterialQueueSetMat4
fn renderMaterialQueueSetMat4(
RenderMaterial material,
string parameter,
array<float> values) -> bool
renderMaterialDestroy
tree renderMaterialDestroy(RenderMaterial material) -> bool
renderMaterialPreviewMesh
tree renderMaterialPreviewMesh(string system) -> int
renderMaterialPreviewRadius infallible
infallible fn renderMaterialPreviewRadius(string system) -> float
renderSpriteCreate
tree renderSpriteCreate(
RenderMaterial material,
Vec2 position,
float z,
Vec2 size) -> Entity
renderSpriteQueueUpdate
fn renderSpriteQueueUpdate(
Entity sprite,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a) -> bool
renderSpriteSetMaterial
tree renderSpriteSetMaterial(Entity sprite, RenderMaterial material) -> Entity
renderSpriteEffectCreate
tree renderSpriteEffectCreate(
RenderMaterial material,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a,
float age,
float kind) -> Entity
renderSpriteEffectQueueUpdate
fn renderSpriteEffectQueueUpdate(
Entity effect,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a,
float age,
float kind) -> bool
renderSpriteDestroy
tree renderSpriteDestroy(Entity sprite) -> bool
renderMesh2Create
tree renderMesh2Create(int maxVertices, int maxIndices) -> int
renderMesh3Create
tree renderMesh3Create(int maxVertices, int maxIndices) -> int
renderMesh2Upload
tree renderMesh2Upload(
int mesh,
array<MeshVertex2> vertices,
array<int> indices) -> bool
renderMesh2UploadPacked
tree renderMesh2UploadPacked(
int mesh,
array<float> vertices,
array<int> indices) -> bool
renderMesh3Upload
tree renderMesh3Upload(
int mesh,
array<MeshVertex3> vertices,
array<int> indices) -> bool
renderMesh2Draw
tree renderMesh2Draw(
int mesh,
RenderMaterial material,
Vec2 position,
float z) -> bool
renderMesh2DrawAt
tree renderMesh2DrawAt(
int mesh,
RenderMaterial material,
float x,
float y,
float z) -> bool
renderMesh3Draw
tree renderMesh3Draw(
int mesh,
RenderMaterial material,
Vec3 position,
Vec3 rotation,
Vec3 scale) -> bool
renderMesh3EntityCreate
tree renderMesh3EntityCreate(
int mesh,
RenderMaterial material,
Vec3 position,
Vec3 rotation,
Vec3 scale) -> Entity
renderMesh3EntityQueueUpdate
tree renderMesh3EntityQueueUpdate(
Entity entity,
Vec3 position,
Vec3 rotation,
Vec3 scale) -> bool
renderMesh3EntityQueueCameraSpace
tree renderMesh3EntityQueueCameraSpace(Entity entity, int camera) -> bool
renderMesh3EntityDestroy
tree renderMesh3EntityDestroy(Entity entity) -> bool
renderMesh2Destroy
tree renderMesh2Destroy(int mesh) -> bool
renderMeshDestroy
tree renderMeshDestroy(int mesh) -> bool
renderCameraDefault infallible
infallible fn renderCameraDefault() -> int
renderCameraPerspectiveCreate
tree renderCameraPerspectiveCreate(
float fovDegrees,
float nearClip,
float farClip) -> int
renderCameraUpdate
tree renderCameraUpdate(int camera, Vec3 position, Vec3 target) -> bool
renderCameraUpdateUp
tree renderCameraUpdateUp(int camera, Vec3 position, Vec3 target, Vec3 up) -> bool
renderCameraUse
tree renderCameraUse(int camera) -> bool
renderCameraDestroy
tree renderCameraDestroy(int camera) -> bool
renderViewportCreate
tree renderViewportCreate(
int width,
int height,
float fovDegrees,
float nearClip,
float farClip) -> RenderViewport
renderPreviewViewportCreate
tree renderPreviewViewportCreate(
array<int> flags,
array<float> values,
array<int> out) -> bool
renderViewportCreateOrthographic
tree renderViewportCreateOrthographic(int width, int height) -> RenderViewport
renderViewportQueueResize
fn renderViewportQueueResize(
RenderViewport viewport,
float width,
float height) -> bool
renderViewportQueueResizeForUi
fn renderViewportQueueResizeForUi(
RenderViewport viewport,
float width,
float height) -> bool
renderViewportQueueBindUiElement
fn renderViewportQueueBindUiElement(RenderViewport viewport, int element) -> bool
renderViewportQueueLookAt
fn renderViewportQueueLookAt(
RenderViewport viewport,
Vec3 position,
Vec3 target) -> bool
renderViewportQueueCamera
fn renderViewportQueueCamera(
RenderViewport viewport,
Vec3 position,
Vec3 target,
float nearClip,
float farClip,
float verticalSpan,
bool updateClip,
bool updateProjection) -> bool
renderViewportQueueOrthographicProjection
fn renderViewportQueueOrthographicProjection(
RenderViewport viewport,
float verticalSpan) -> bool
renderViewportQueueClip
fn renderViewportQueueClip(
RenderViewport viewport,
float nearClip,
float farClip) -> bool
renderViewportQueuePaused
fn renderViewportQueuePaused(RenderViewport viewport, bool paused) -> bool
renderViewportQueueFrame
fn renderViewportQueueFrame(RenderViewport viewport) -> bool
renderViewportQueueWorldEnabled
fn renderViewportQueueWorldEnabled(RenderViewport viewport, bool enabled) -> bool
renderViewportQueueGrid
fn renderViewportQueueGrid(
RenderViewport viewport,
bool visible,
float spacing) -> bool
renderViewportQueueClearMeshes
fn renderViewportQueueClearMeshes(RenderViewport viewport) -> bool
renderViewportQueueTranslateMeshes
fn renderViewportQueueTranslateMeshes(
RenderViewport viewport,
array<int> instances,
Vec3 translation) -> bool
renderViewportQueueUpdateMeshes
fn renderViewportQueueUpdateMeshes(
RenderViewport viewport,
array<int> instances,
array<Vec3> positions,
array<Vec3> rotations,
array<Vec3> scales) -> bool
renderViewportDestroy
tree renderViewportDestroy(RenderViewport viewport) -> bool
renderDirectionalLightDesc infallible
infallible fn renderDirectionalLightDesc() -> RenderLightDesc
renderPointLightDesc infallible
infallible fn renderPointLightDesc() -> RenderLightDesc
renderSpotLightDesc infallible
infallible fn renderSpotLightDesc() -> RenderLightDesc
renderShadowConfig infallible
infallible fn renderShadowConfig() -> RenderShadowConfig
renderLightCreate infallible
infallible fn renderLightCreate(RenderLightDesc d) -> RenderLight
renderLightUpdate infallible
infallible fn renderLightUpdate(RenderLight light, RenderLightDesc d) -> bool
renderLightDestroy infallible
infallible fn renderLightDestroy(RenderLight light) -> bool
renderLightingSetAmbient infallible
infallible fn renderLightingSetAmbient(Vec3 color) -> bool
renderLightingSetEnabled infallible
infallible fn renderLightingSetEnabled(bool enabled) -> bool
renderLightingSetShadows infallible
infallible fn renderLightingSetShadows(RenderShadowConfig d) -> bool
renderShadowStats infallible
infallible fn renderShadowStats() -> RenderShadowStats
renderMaterialQueueSetShadows
fn renderMaterialQueueSetShadows(
RenderMaterial material,
bool cast,
bool receive) -> bool
renderLightGet infallible
infallible fn renderLightGet(RenderLight light) -> RenderLightInfo
renderLightSetName infallible
infallible fn renderLightSetName(RenderLight light, string name) -> bool
renderLightSetEnabled infallible
infallible fn renderLightSetEnabled(RenderLight light, bool enabled) -> bool
renderLightSetShadows infallible
infallible fn renderLightSetShadows(RenderLight light, bool enabled) -> bool
renderLightingIsolate infallible
infallible fn renderLightingIsolate(RenderLight light) -> bool
renderLightingClearIsolation infallible
infallible fn renderLightingClearIsolation() -> bool
renderLights
tree renderLights() -> array<RenderLight>
renderShadowPerformance infallible
infallible fn renderShadowPerformance() -> RenderShadowConfig
renderShadowBalanced infallible
infallible fn renderShadowBalanced() -> RenderShadowConfig
renderShadowQuality infallible
infallible fn renderShadowQuality() -> RenderShadowConfig
renderShadowUltra infallible
infallible fn renderShadowUltra() -> RenderShadowConfig
renderShadowAtlasBytes infallible
infallible fn renderShadowAtlasBytes(RenderShadowConfig config) -> int
renderLightingSettings infallible
infallible fn renderLightingSettings() -> RenderLightingSettings
renderCameraShadowStats infallible
infallible fn renderCameraShadowStats(int camera) -> RenderShadowStats
renderLightShadowInfo infallible
infallible fn renderLightShadowInfo(
int camera,
RenderLight light) -> RenderShadowLightInfo