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