43void GFX_SetViewport(int32_t x, int32_t y, int32_t width, int32_t height,
bool handlePrerotation =
true);
44void GFX_SetScissor(int32_t x, int32_t y, int32_t width, int32_t height,
bool handlePrerotation =
true);
81 uint32_t srcWidth, uint32_t srcHeight);
uint16_t IndexType
Definition GraphicsTypes.h:121
RenderPassId
Definition GraphicsTypes.h:89
PipelineConfig
Definition GraphicsTypes.h:66
void GFX_CreateTerrain3DResource(Terrain3D *terrain)
void GFX_DestroyStaticMeshCompResource(StaticMesh3D *staticMeshComp)
void GFX_CreateQuadBorderResource(Quad *quad)
void GFX_DestroyPolyResource(Poly *poly)
void GFX_DestroyParticleCompResource(Particle3D *particleComp)
void GFX_DrawStaticMesh(StaticMesh *mesh, Material *material, const glm::mat4 &transform, glm::vec4 color)
void GFX_DestroyQuadBorderResource(Quad *quad)
void GFX_DestroyVoxel3DResource(Voxel3D *voxel)
void GFX_DrawSkeletalMeshComp(SkeletalMesh3D *skeletalMeshComp)
void GFX_UpdateSkeletalMeshCompVertexBuffer(SkeletalMesh3D *skeletalMeshComp, const std::vector< Vertex > &skinnedVertices)
void GFX_EnableMaterials(bool enable)
Node3D * GFX_ProcessHitCheck(World *world, int32_t x, int32_t y, uint32_t *outInstance=nullptr)
void GFX_CreateStaticMeshResource(StaticMesh *staticMesh, bool hasColor, uint32_t numVertices, void *vertices, uint32_t numIndices, IndexType *indices)
bool GFX_IsCpuSkinningRequired(SkeletalMesh3D *skeletalMeshComp)
void GFX_SetViewport(int32_t x, int32_t y, int32_t width, int32_t height, bool handlePrerotation=true)
void GFX_BeginGpuTimestamp(const char *name)
void GFX_DestroySkeletalMeshResource(SkeletalMesh *skeletalMesh)
void GFX_RenderPostProcessPasses()
void GFX_UpdateTextureResourcePixels(Texture *texture, const uint8_t *src, uint32_t srcWidth, uint32_t srcHeight)
void GFX_CreateTextureResource(Texture *texture, std::vector< uint8_t > &data)
glm::mat4 GFX_MakeOrthographicMatrix(float left, float right, float bottom, float top, float zNear, float zFar)
void GFX_UpdateStaticMeshCompResourceColors(StaticMesh3D *staticMeshComp)
void GFX_UpdateParticleCompVertexBuffer(Particle3D *particleComp, const std::vector< VertexParticle > &vertices)
void GFX_DrawQuadBorder(Quad *quad)
void GFX_UpdateQuadBorderResourceVertexData(Quad *quad)
void GFX_DestroyStaticMeshResource(StaticMesh *staticMesh)
void GFX_DrawPoly(Poly *poly)
float GFX_GetLightBakeProgress()
void GFX_CreateMaterialResource(Material *material)
void GFX_BeginRenderPass(RenderPassId renderPassId)
bool GFX_ShouldCullLights()
void GFX_UpdateTileMap2DResource(TileMap2D *tileMap, const std::vector< VertexColor > &vertices, const std::vector< IndexType > &indices)
void GFX_BeginScreen(uint32_t screenIndex)
void GFX_BeginLightBake()
void GFX_DestroyTextResource(Text *text)
bool GFX_IsLightBakeInProgress()
void GFX_DrawInstancedMeshComp(InstancedMesh3D *instancedMeshComp)
void GFX_DestroyTerrain3DResource(Terrain3D *terrain)
void GFX_UpdateTextMeshCompVertexBuffer(TextMesh3D *textMeshComp, const std::vector< Vertex > &vertices)
glm::mat4 GFX_MakePerspectiveMatrix(float fovyDegrees, float aspectRatio, float zNear, float zFar)
void GFX_UpdateTerrain3DResource(Terrain3D *terrain, const std::vector< VertexColor > &vertices, const std::vector< IndexType > &indices)
void GFX_UpdateVoxel3DResource(Voxel3D *voxel, const std::vector< VertexColor > &vertices, const std::vector< IndexType > &indices)
void GFX_DestroyTileMap2DResource(TileMap2D *tileMap)
void GFX_BeginView(uint32_t viewIndex)
void GFX_DestroyQuadResource(Quad *quad)
void GFX_DrawTerrain3D(Terrain3D *terrain)
void GFX_CreateTextResource(Text *text)
void GFX_CreateTextMeshCompResource(TextMesh3D *textMeshComp)
void GFX_DrawQuad(Quad *quad)
void GFX_DrawTextMeshComp(TextMesh3D *textMeshComp)
void GFX_DrawStaticMeshComp(StaticMesh3D *staticMeshComp, StaticMesh *meshOverride=nullptr)
void GFX_DrawVoxel3D(Voxel3D *voxel)
void GFX_SetFog(const FogSettings &fogSettings)
void GFX_SetPipelineState(PipelineConfig config)
void GFX_CreateTileMap2DResource(TileMap2D *tileMap)
void GFX_CreateQuadResource(Quad *quad)
void GFX_DestroyMaterialResource(Material *material)
void GFX_CreatePolyResource(Poly *poly)
void GFX_EndGpuTimestamp(const char *name)
void GFX_DrawText(Text *text)
void GFX_DrawTileMap2D(TileMap2D *tileMap)
void GFX_CreateSkeletalMeshResource(SkeletalMesh *skeletalMesh, uint32_t numVertices, VertexSkinned *vertices, uint32_t numIndices, IndexType *indices)
void GFX_DestroySkeletalMeshCompResource(SkeletalMesh3D *skeletalMeshComp)
uint32_t GFX_GetNumViews()
void GFX_UpdateLightBake()
void GFX_DrawLines(const std::vector< Line > &lines)
void GFX_SetFrameRate(int32_t frameRate)
void GFX_UpdatePolyResourceVertexData(Poly *poly)
void GFX_DestroyTextureResource(Texture *texture)
void GFX_CreateStaticMeshCompResource(StaticMesh3D *staticMeshComp)
void GFX_CreateParticleCompResource(Particle3D *particleComp)
void GFX_DrawShadowMeshComp(ShadowMesh3D *shadowMeshComp)
void GFX_ReallocateSkeletalMeshCompVertexBuffer(SkeletalMesh3D *skeletalMeshComp, uint32_t numVertices)
void GFX_DestroyTextMeshCompResource(TextMesh3D *textMeshComp)
void GFX_CreateVoxel3DResource(Voxel3D *voxel)
void GFX_DrawParticleComp(Particle3D *particleComp)
void GFX_SetScissor(int32_t x, int32_t y, int32_t width, int32_t height, bool handlePrerotation=true)
void GFX_UpdateTextResourceVertexData(Text *text)
void GFX_UpdateQuadResourceVertexData(Quad *quad)
void GFX_DrawFullscreen()
void GFX_CreateSkeletalMeshCompResource(SkeletalMesh3D *skeletalMeshComp)
Definition InstancedMesh3d.h:13
Definition Particle3d.h:34
Definition ShadowMesh3d.h:6
Definition SkeletalMesh3d.h:52
Definition SkeletalMesh.h:86
Definition StaticMesh3d.h:12
Definition StaticMesh.h:18
Definition Terrain3d.h:13
Definition TextMesh3d.h:10
Definition TileMap2d.h:23
Definition EngineTypes.h:446