Updated docs.

This commit is contained in:
bkaradzic 2013-02-16 11:51:36 -08:00
parent 5ba2b24e1e
commit da9382cad7

View file

@ -162,14 +162,17 @@
///
#define BGFX_TEXTURE_NONE UINT32_C(0x00000000)
#define BGFX_TEXTURE_U_REPEAT UINT32_C(0x00000000)
#define BGFX_TEXTURE_U_MIRROR UINT32_C(0x00000001)
#define BGFX_TEXTURE_U_CLAMP UINT32_C(0x00000002)
#define BGFX_TEXTURE_U_SHIFT 0
#define BGFX_TEXTURE_U_MASK UINT32_C(0x00000003)
#define BGFX_TEXTURE_V_REPEAT UINT32_C(0x00000000)
#define BGFX_TEXTURE_V_MIRROR UINT32_C(0x00000010)
#define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000020)
#define BGFX_TEXTURE_V_SHIFT 4
#define BGFX_TEXTURE_V_MASK UINT32_C(0x00000030)
#define BGFX_TEXTURE_W_REPEAT UINT32_C(0x00000000)
#define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000100)
#define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000200)
#define BGFX_TEXTURE_W_SHIFT 8
@ -353,8 +356,9 @@ namespace bgfx
/// Callback interface to implement application specific behavior.
/// Cached items are currently used only when for OpenGL binary shaders.
///
/// NOTE: 'fatal' callback can be called from any thread. Other callbacks
/// are called from the render thread.
/// NOTE:
/// 'fatal' callback can be called from any thread. Other callbacks
/// are called from the render thread.
struct CallbackI
{
virtual ~CallbackI() = 0;
@ -444,7 +448,10 @@ namespace bgfx
/// End VertexDecl.
void end();
/// Add attribute to VertexDecl. Note: Must be called between begin/end.
/// Add attribute to VertexDecl.
///
/// NOTE:
/// Must be called between begin/end.
void add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false, bool _asInt = false);
/// Decode attribute.
@ -567,7 +574,7 @@ namespace bgfx
/// Allocate transient index buffer.
///
/// @param[out] _tib is valid for the duration of frame, and it can be reused for
/// multiple draw calls.
/// multiple draw calls.
/// @param _num number of indices to allocate.
void allocTransientIndexBuffer(TransientIndexBuffer* _tib, uint16_t _num);
@ -577,7 +584,7 @@ namespace bgfx
/// Allocate transient vertex buffer.
///
/// @param[out] _tvb is valid for the duration of frame, and it can be reused for
/// multiple draw calls.
/// multiple draw calls.
/// @param _num number of vertices to allocate.
/// @param _decl vertex declaration.
void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint16_t _num, const VertexDecl& _decl);
@ -604,7 +611,7 @@ namespace bgfx
/// @param _vsh vertex shader.
/// @param _fsh fragment shader.
/// @returns Program handle if vertex shader output and fragment shader
/// input are matching, otherwise returns invalid program handle.
/// input are matching, otherwise returns invalid program handle.
ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh);
/// Destroy program.
@ -613,14 +620,21 @@ namespace bgfx
/// Calculate amount of memory required for texture.
void calcTextureSize(TextureInfo& _info, uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format);
/// Create texture from memory buffer.
/// @param _mem DDS texture data.
/// @param _flags Default texture sampling mode is linear, and wrap mode is repeat.
/// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap mode.
/// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic sampling.
/// BGFX_TEXTURE_SRGB - Sample as sRGB texture.
/// @param _info Returns parsed DDS texture information.
/// @returns Texture handle.
/// Create texture from memory buffer.
/// @param _mem DDS texture data.
/// @param _flags Default texture sampling mode is linear, and wrap mode
/// is repeat.
///
/// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
/// mode.
///
/// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
/// sampling.
///
/// BGFX_TEXTURE_SRGB - Sample as sRGB texture.
///
/// @param _info Returns parsed DDS texture information.
/// @returns Texture handle.
TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, TextureInfo* _info = NULL);
/// Create 2D texture.
@ -666,9 +680,7 @@ namespace bgfx
/// Set view clear flags.
///
/// @param _id view id.
/// @param _flags clear flags.
/// See: BGFX_CLEAR_*
///
/// @param _flags clear flags. See: BGFX_CLEAR_*
/// @param _rgba color clear value.
/// @param _depth depth clear value.
/// @param _stencil stencil clear value.
@ -699,14 +711,31 @@ namespace bgfx
void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
/// Set render states for draw primitive.
/// BGFX_STATE_*
/// @param _state State flags. Default state for primitive type is
/// triangles. See: BGFX_STATE_DEFAULT.
///
/// BGFX_STATE_ALPHA_TEST - Enable alpha test.
/// BGFX_STATE_ALPHA_WRITE - Enable alpha write.
/// BGFX_STATE_ALPHA_TEST_* - Alpha test function.
/// BGFX_STATE_DEPTH_WRITE - Enable depth write.
/// BGFX_STATE_DEPTH_TEST_* - Depth test function.
/// BGFX_STATE_BLEND_* - See NOTE: BGFX_STATE_BLEND_FUNC.
/// BGFX_STATE_CULL_* - Backface culling mode.
/// BGFX_STATE_RGB_WRITE - Enable RGB write.
/// BGFX_STATE_SRGBWRITE - Enable sRGB write.
/// BGFX_STATE_MSAA - Enable MSAA.
/// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
///
/// NOTE:
/// Use BGFX_STATE_ALPHA_REF, BGFX_STATE_BLEND_FUNC and
/// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
void setState(uint64_t _state);
/// Set stencil test state.
///
/// @param _fstencil Front stencil state.
/// @param _bstencil Back stencil state. If back is set to BGFX_STENCIL_NONE
/// _fstencil is applied to both front and back facing primitives.
/// _fstencil is applied to both front and back facing primitives.
void setStencil(uint32_t _fstencil, uint32_t _bstencil = BGFX_STENCIL_NONE);
/// Set model matrix for draw primitive. If it is not called model will
@ -715,7 +744,7 @@ namespace bgfx
/// @param _mtx pointer to first matrix in array.
/// @param _num number of matrices in array.
/// @returns index into matrix cache in case the same model matrix has to
/// be used for other draw primitive call.
/// be used for other draw primitive call.
uint32_t setTransform(const void* _mtx, uint16_t _num = 1);
/// Set model matrix from matrix cache for draw primitive.