Files
cell/docs/api/modules/render.md
2025-02-09 00:07:01 -06:00

1.7 KiB

render

render

A handle for low-level GPU operations via SDL GPU. Freed on GC.

An application window, created via prosperon.engine_start or SDL calls. Freed on GC.

present

Perform the per-frame rendering and present the final swapchain image, including imgui pass if available.

Returns: None

stencil_writer(...args)

fillmask(ref)

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)

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)

Set the GPU viewport to the specified rectangle.

rect: A rectangle [x, y, width, height].

Returns: None

scissor(rect)

Set the GPU scissor region to the specified rectangle (alias of render.viewport).

rect: A rectangle [x, y, width, height].

Returns: None

queue(cmd)

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

Switch the current queue to the primary scene render queue, then invoke 'prosperon.draw' if defined.

Returns: None

setup_hud

Switch the current queue to the HUD render queue, then invoke 'prosperon.hud' if defined.

Returns: None