Package-level declarations
Types
Link copied to clipboard
Link copied to clipboard
data class AGBatch(var frameBuffer: AGFrameBufferBase, var frameBufferInfo: AGFrameBufferInfo, var vertexData: AGVertexArrayObject = AGVertexArrayObject(AGVertexData(), isDynamic = true), var indices: AGBuffer? = null, var indexType: AGIndexType = AGIndexType.USHORT, var program: Program = DefaultShaders.PROGRAM_DEBUG, var uniformBlocks: UniformBlocksBuffersRef = UniformBlocksBuffersRef.EMPTY, var textureUnits: AGTextureUnits = AGTextureUnits.EMPTY, var blending: AGBlending = AGBlending.NORMAL, var stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT, var stencilRef: AGStencilReference = AGStencilReference.DEFAULT, var colorMask: AGColorMask = AGColorMask.DEFAULT, var depthAndFrontFace: AGDepthAndFrontFace = AGDepthAndFrontFace.DEFAULT, var scissor: AGScissor = AGScissor.NIL, var cullFace: AGCullFace = AGCullFace.NONE, var drawType: AGDrawType = AGDrawType.TRIANGLES, var drawOffset: Int = 0, var vertexCount: Int = 0, var instances: Int = 1) : AGCommand
Incrementally sets a new state diffing with the previous state, and renders primitives.
Link copied to clipboard
2 bits required for encoding
Link copied to clipboard
4 bits required for encoding
Link copied to clipboard
Link copied to clipboard
data class AGBlitPixels(var dstFrameBuffer: AGFrameBufferBase, var dstFrameBufferInfo: AGFrameBufferInfo, var dst: AGScissor, var srcFrameBuffer: AGFrameBufferBase, var srcFrameBufferInfo: AGFrameBufferInfo, var src: AGScissor) : AGCommand
Can be emulated by rendering a quad using the texture of the framebuffer and disabling blending modes
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
3 bits required for encoding
Link copied to clipboard
interface AGContainer
Link copied to clipboard
2 Bits required for encoding
Link copied to clipboard
Link copied to clipboard
Releases memory for this frameBuffer
Link copied to clipboard
Encoded in 3 bits
Link copied to clipboard
Link copied to clipboard
interface AGFeatures
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
2 Bits required for encoding
Link copied to clipboard
Encoded in 2 bits
Link copied to clipboard
Link copied to clipboard
class AGProgramWithUniforms(val program: Program, val bufferCache: AGProgramWithUniforms.BufferCache = BufferCache())
Link copied to clipboard
Link copied to clipboard
data class AGReadPixelsToTexture(var frameBuffer: AGFrameBufferBase, var frameBufferInfo: AGFrameBufferInfo, var region: AGScissor, var texture: AGTexture) : AGCommand
Reads pixels from a region inside a frameBuffer into a texture.
Link copied to clipboard
class AGStats(var texturesCount: Int = 0, var texturesMemory: ByteUnits = ByteUnits.fromBytes(0), var buffersCount: Int = 0, var buffersMemory: ByteUnits = ByteUnits.fromBytes(0), var frameBuffersCount: Int = 0, var frameBuffersMemory: ByteUnits = ByteUnits.fromBytes(0), var texturesCreated: Int = 0, var texturesDeleted: Int = 0, var programCount: Int = 0)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
class AGTexture(val targetKind: AGTextureTargetKind = AGTextureTargetKind.TEXTURE_2D) : AGObject, Closeable
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
2 bits required for encoding
Link copied to clipboard
data class AGVertexArrayObject(val list: FastArrayList<AGVertexData>, val isDynamic: Boolean = true) : Extra
List
Link copied to clipboard
data class AGVertexData(var layout: VertexLayout = VertexLayout(), val buffer: AGBuffer = AGBuffer(), val baseOffset: Int = 0)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
object DefaultShaders
Link copied to clipboard
interface IDefaultShaders
Link copied to clipboard
Link copied to clipboard
object ShaderIndices
Functions
Link copied to clipboard
Link copied to clipboard
fun AG.draw(frameBuffer: AGFrameBuffer, vertexData: AGVertexArrayObject, program: Program, drawType: AGDrawType, vertexCount: Int, indices: AGBuffer? = null, indexType: AGIndexType = AGIndexType.USHORT, drawOffset: Int = 0, blending: AGBlending = AGBlending.NORMAL, uniformBlocks: UniformBlocksBuffersRef = UniformBlocksBuffersRef.EMPTY, textureUnits: AGTextureUnits = AGTextureUnits.EMPTY, stencilRef: AGStencilReference = AGStencilReference.DEFAULT, stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT, colorMask: AGColorMask = AGColorMask.ALL_ENABLED, depthAndFrontFace: AGDepthAndFrontFace = AGDepthAndFrontFace.DEFAULT, scissor: AGScissor = AGScissor.NIL, cullFace: AGCullFace = AGCullFace.NONE, instances: Int = 1)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun ProgramWithDefault(vertex: VertexShader = DefaultShaders.VERTEX_DEFAULT, fragment: FragmentShader = DefaultShaders.FRAGMENT_SOLID_COLOR, name: String = "program"): Program
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun AG.readToTexture(frameBuffer: AGFrameBuffer, texture: AGTexture, x: Int = 0, y: Int = 0, width: Int = frameBuffer.width, height: Int = frameBuffer.height)
Link copied to clipboard
Link copied to clipboard