Index
Modules:
boxy
,
boxy/blends
,
boxy/blurs
,
boxy/buffers
,
boxy/shaders
,
boxy/spreads
,
boxy/textures
.
API symbols
addImage:
boxy: proc addImage(boxy: Boxy; key: string; image: Image; genMipmaps = true)
applyTransform:
boxy: proc applyTransform(boxy: Boxy; m: Mat3)
atlasVert:
blends: proc atlasVert(vertexPos: Vec2; vertexUv: Vec2; vertexColor: Vec4; pos: var Vec2; uv: var Vec2; color: var Vec4)
beginFrame:
boxy: proc beginFrame(boxy: Boxy; frameSize: IVec2; clearFrame = true)
boxy: proc beginFrame(boxy: Boxy; frameSize: IVec2; proj: Mat4; clearFrame = true)
bindAttrib:
shaders: proc bindAttrib(shader: Shader; name: string; buffer: Buffer)
bindBufferData:
buffers: proc bindBufferData(buffer: Buffer; data: pointer)
bindTextureBufferData:
textures: proc bindTextureBufferData(texture: Texture; buffer: Buffer; data: pointer)
bindTextureData:
textures: proc bindTextureData(texture: Texture; data: pointer)
bindUniformBuffer:
shaders: proc bindUniformBuffer(shader: Shader; name: string; buffer: Buffer; binding: GLuint)
bindUniforms:
shaders: proc bindUniforms(shader: Shader)
bkMAT2:
buffers: BufferKind.bkMAT2
bkMAT3:
buffers: BufferKind.bkMAT3
bkMAT4:
buffers: BufferKind.bkMAT4
bkSCALAR:
buffers: BufferKind.bkSCALAR
bkVEC2:
buffers: BufferKind.bkVEC2
bkVEC3:
buffers: BufferKind.bkVEC3
bkVEC4:
buffers: BufferKind.bkVEC4
blendingMain:
blends: proc blendingMain(pos: Vec2; uv: Vec2; color: Vec4; fragColor: var Vec4)
blurEffect:
boxy: proc blurEffect(boxy: Boxy; radius: float32)
blurXMain:
blurs: proc blurXMain(pos: Vec2; uv: Vec2; color: Vec4; fragColor: var Vec4)
blurYMain:
blurs: proc blurYMain(pos: Vec2; uv: Vec2; color: Vec4; fragColor: var Vec4)
Boxy:
boxy: type Boxy
BoxyError:
boxy: object BoxyError
Buffer:
buffers: type Buffer
BufferKind:
buffers: enum BufferKind
clearAtlas:
boxy: proc clearAtlas(boxy: Boxy)
clearTransform:
boxy: proc clearTransform(boxy: Boxy)
compileComputeShader:
shaders: proc compileComputeShader(compute: (string, string)): GLuint
shaders: proc compileComputeShader(path: string): GLuint
compileShaderFiles:
shaders: proc compileShaderFiles(vert, frag: (string, string)): GLuint
shaders: proc compileShaderFiles(vertPath, fragPath: string): GLuint
componentCount:
buffers: proc componentCount(bufferKind: BufferKind): Positive
contains:
boxy: proc contains(boxy: Boxy; key: string): bool
drawImage:
boxy: proc drawImage(boxy: Boxy; key: string; rect: Rect; tint = color(1, 1, 1, 1))
boxy: proc drawImage(boxy: Boxy; key: string; pos: Vec2; tint = color(1, 1, 1, 1))
boxy: proc drawImage(boxy: Boxy; key: string; center: Vec2; angle: float32; tint = color(1, 1, 1, 1); scale: float32 = 1.0)
drawRect:
boxy: proc drawRect(boxy: Boxy; rect: Rect; color: Color)
dropShadowEffect:
boxy: proc dropShadowEffect(boxy: Boxy; tint: Color; offset: Vec2; radius, spread: float32)
endFrame:
boxy: proc endFrame(boxy: Boxy)
flush:
boxy: proc flush(boxy: Boxy)
fromScreen:
boxy: proc fromScreen(boxy: Boxy; windowFrame: Vec2; v: Vec2): Vec2
getErrorLog:
shaders: proc getErrorLog(id: GLuint; path: string; lenProc: typeof(glGetShaderiv); strProc: typeof(glGetShaderInfoLog)): string
getImage:
boxy: proc getImage(boxy: Boxy; bounds: Rect): Image
getImageSize:
boxy: proc getImageSize(boxy: Boxy; key: string): IVec2
getTransform:
boxy: proc getTransform(boxy: Boxy): Mat3
gl_Position:
blends: var gl_Position
hasUniform:
shaders: proc hasUniform(shader: Shader; name: string): bool
magDefault:
textures: MagFilter.magDefault
MagFilter:
textures: enum MagFilter
magLinear:
textures: MagFilter.magLinear
magNearest:
textures: MagFilter.magNearest
minDefault:
textures: MinFilter.minDefault
MinFilter:
textures: enum MinFilter
minLinear:
textures: MinFilter.minLinear
minLinearMipmapLinear:
textures: MinFilter.minLinearMipmapLinear
minLinearMipmapNearest:
textures: MinFilter.minLinearMipmapNearest
minNearest:
textures: MinFilter.minNearest
minNearestMipmapLinear:
textures: MinFilter.minNearestMipmapLinear
minNearestMipmapNearest:
textures: MinFilter.minNearestMipmapNearest
newBoxy:
boxy: proc newBoxy(atlasSize = 512; tileSize = 32 - 2; quadsPerBatch = 1024): Boxy
newShader:
shaders: proc newShader(compute: (string, string)): Shader
shaders: proc newShader(vert, frag: (string, string)): Shader
shaders: proc newShader(computePath: string): Shader
shaders: proc newShader(vertPath, fragPath: string): Shader
newShaderStatic:
shaders: template newShaderStatic(computePath: string): Shader
shaders: template newShaderStatic(vertPath, fragPath: string): Shader
newTexture:
textures: proc newTexture(image: Image): Texture
popLayer:
boxy: proc popLayer(boxy: Boxy; tint = color(1, 1, 1, 1); blendMode: BlendMode = NormalBlend)
pushLayer:
boxy: proc pushLayer(boxy: Boxy)
readAtlas:
boxy: proc readAtlas(boxy: Boxy): Image
readImage:
textures: proc readImage(texture: Texture): Image
removeImage:
boxy: proc removeImage(boxy: Boxy; key: string)
restoreTransform:
boxy: proc restoreTransform(boxy: Boxy)
rotate:
boxy: proc rotate(boxy: Boxy; angle: float32)
saveTransform:
boxy: proc saveTransform(boxy: Boxy)
scale:
boxy: proc scale(boxy: Boxy; scale: float32)
boxy: proc scale(boxy: Boxy; scale: Vec2)
setTransform:
boxy: proc setTransform(boxy: Boxy; m: Mat3)
setUniform:
shaders: proc setUniform(shader: Shader; name: string; b: bool)
shaders: proc setUniform(shader: Shader; name: string; m: Mat4)
shaders: proc setUniform(shader: Shader; name: string; args: varargs[float32])
shaders: proc setUniform(shader: Shader; name: string; args: varargs[int32])
shaders: proc setUniform(shader: Shader; name: string; v: Vec2)
shaders: proc setUniform(shader: Shader; name: string; v: Vec3)
shaders: proc setUniform(shader: Shader; name: string; v: Vec4)
Shader:
shaders: type Shader
size:
buffers: proc size(componentType: GLenum): Positive
spreadXMain:
spreads: proc spreadXMain(pos: Vec2; uv: Vec2; color: Vec4; fragColor: var Vec4)
spreadYMain:
spreads: proc spreadYMain(pos: Vec2; uv: Vec2; color: Vec4; fragColor: var Vec4)
Texture:
textures: type Texture
toScreen:
boxy: proc toScreen(boxy: Boxy; windowFrame: Vec2; v: Vec2): Vec2
translate:
boxy: proc translate(boxy: Boxy; v: Vec2)
updateSubImage:
textures: proc updateSubImage(texture: Texture; x, y: int; image: Image)
textures: proc updateSubImage(texture: Texture; x, y: int; image: Image; level: int)
wClampToEdge:
textures: Wrap.wClampToEdge
wDefault:
textures: Wrap.wDefault
wMirroredRepeat:
textures: Wrap.wMirroredRepeat
Wrap:
textures: enum Wrap
wRepeat:
textures: Wrap.wRepeat
writeFile:
textures: proc writeFile(texture: Texture; path: string)