package vendor:nanovg/gl
⌘K
Ctrl+K
or
/
Index
Variables (3)
Procedure Groups (0)
This section is empty.
Types
CallType ¶
CallType :: enum int { NONE, FILL, CONVEX_FILL, STROKE, TRIANGLES, }
Context ¶
Context :: struct { shader: Shader, textures: [dynamic]Texture, view: [2]f32, textureId: int, vertBuf: u32, vertArr: u32, // GL3 fragBuf: u32, // USE_UNIFORMBUFFER fragSize: int, flags: bit_set[CreateFlag], frag_binding: u32, // Per frame buffers calls: [dynamic]Call, paths: [dynamic]Path, verts: [dynamic][4]f32, uniforms: [dynamic]u8, // cached state used for state filter boundTexture: u32, stencilMask: u32, stencilFunc: u32, stencilFuncRef: i32, stencilFuncMask: u32, blendFunc: Blend, dummyTex: int, }
CreateFlag ¶
CreateFlag :: enum int { // Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA). ANTI_ALIAS, // Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little // slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once. STENCIL_STROKES, // additional debug checks DEBUG, }
CreateFlags ¶
CreateFlags :: bit_set[CreateFlag]
ImageFlags ¶
ImageFlags :: bit_set[nanovg.ImageFlag]
ScissorT ¶
ScissorT :: nanovg.ScissorT
ShaderType ¶
ShaderType :: enum i32 { FILL_GRAD, FILL_IMG, SIMPLE, IMG, }
TextureType ¶
TextureType :: nanovg.Texture
UniformLoc ¶
UniformLoc :: enum int { VIEW_SIZE, TEX, FRAG, }
Constants
BLEND_FACTOR_TABLE ¶
BLEND_FACTOR_TABLE: [nanovg.BlendFactor]u32 : [nvg.BlendFactor]u32{.ZERO = gl.ZERO, .ONE = gl.ONE, .SRC_COLOR = gl.SRC_COLOR, .ONE_MINUS_SRC_COLOR = gl.ONE_MINUS_SRC_COLOR, .DST_COLOR = gl.DST_COLOR, .ONE_MINUS_DST_COLOR = gl.ONE_MINUS_DST_COLOR, .SRC_ALPHA = gl.SRC_ALPHA, .ONE_MINUS_SRC_ALPHA = gl.ONE_MINUS_SRC_ALPHA, .DST_ALPHA = gl.DST_ALPHA, .ONE_MINUS_DST_ALPHA = gl.ONE_MINUS_DST_ALPHA, .SRC_ALPHA_SATURATE = gl.SRC_ALPHA_SATURATE}
DEFAULT_FBO ¶
DEFAULT_FBO :: 100_000
DEFAULT_IMPLEMENTATION_STRING ¶
DEFAULT_IMPLEMENTATION_STRING :: #config(NANOVG_GL_IMPL, "GL3")
GL2_IMPLEMENTATION ¶
GL2_IMPLEMENTATION :: DEFAULT_IMPLEMENTATION_STRING == "GL2"
GL3_IMPLEMENTATION ¶
GL3_IMPLEMENTATION :: DEFAULT_IMPLEMENTATION_STRING == "GL3"
GLES2_IMPLEMENTATION ¶
GLES2_IMPLEMENTATION :: DEFAULT_IMPLEMENTATION_STRING == "GLES2"
GLES3_IMPLEMENTATION ¶
GLES3_IMPLEMENTATION :: DEFAULT_IMPLEMENTATION_STRING == "GLES3"
GL_IMPLEMENTATION ¶
GL_IMPLEMENTATION :: true
GL_UNIFORMARRAY_SIZE ¶
GL_UNIFORMARRAY_SIZE :: 11
GL_USE_UNIFORMBUFFER ¶
GL_USE_UNIFORMBUFFER :: true
USE_STATE_FILTER ¶
USE_STATE_FILTER :: #config(USE_STATE_FILTER, true)
Variables
defaultFBO ¶
defaultFBO: i32 = …
frag_shader ¶
frag_shader: []u8 = …
vert_shader ¶
vert_shader: []u8 = …
Procedures
BindFramebuffer ¶
BindFramebuffer :: proc(fb: ^framebuffer) {…}
helper function to create GL frame buffer to render to
Create ¶
Create :: proc(flags: bit_set[CreateFlag]) -> ^nanovg.Context {…}
CreateFramebuffer ¶
CreateFramebuffer :: proc(ctx: ^nanovg.Context, w, h: int, imageFlags: bit_set[nanovg.ImageFlag]) -> (fb: framebuffer) {…}
DeleteFramebuffer ¶
DeleteFramebuffer :: proc(fb: ^framebuffer) {…}
Procedure Groups
This section is empty.
Source Files
Generation Information
Generated with odin version dev-2024-12 (vendor "odin") Windows_amd64 @ 2024-12-20 21:10:47.654105700 +0000 UTC