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cell/docs/api/modules/render.md
2025-02-10 09:48:59 -06:00

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# render
### _main <sub>object</sub>
A handle for low-level GPU operations via SDL GPU. Freed on GC.
### device <sub>object</sub>
### stencil_writer(...args) <sub>function</sub>
### fillmask(ref) <sub>function</sub>
Draw a fullscreen shape using a 'screenfill' shader to populate the stencil buffer with a given reference.
**ref**: The stencil reference value to write.
**Returns**: None
### mask(image, pos, scale, rotation, ref) <sub>function</sub>
Draw an image to the stencil buffer, marking its area with a specified reference value.
**image**: A texture or string path (which is converted to a texture).
**pos**: The translation (x, y) for the image placement.
**scale**: Optional scaling applied to the texture.
**rotation**: Optional rotation in radians (unused by default).
**ref**: The stencil reference value to write.
**Returns**: None
### viewport(rect) <sub>function</sub>
Set the GPU viewport to the specified rectangle.
**rect**: A rectangle [x, y, width, height].
**Returns**: None
### scissor(rect) <sub>function</sub>
Set the GPU scissor region to the specified rectangle (alias of render.viewport).
**rect**: A rectangle [x, y, width, height].
**Returns**: None
### queue(cmd) <sub>function</sub>
Enqueue one or more draw commands. These commands are batched until render_camera is called.
**cmd**: Either a single command object or an array of command objects.
**Returns**: None
### setup_draw() <sub>function</sub>
Switch the current queue to the primary scene render queue, then invoke 'prosperon.draw' if defined.
**Returns**: None
### setup_hud() <sub>function</sub>
Switch the current queue to the HUD render queue, then invoke 'prosperon.hud' if defined.
**Returns**: None