Updated docs.

This commit is contained in:
Branimir Karadzic 2014-10-11 14:08:43 -07:00
parent f1533ccc74
commit 43b73ae0e7

View File

@ -43,11 +43,11 @@ namespace bgfx
/// Renderer type enumeration.
enum Enum
{
Null, //< No rendering.
Direct3D9, //< Direct3D 9.0
Direct3D11, //< Direct3D 11.0
OpenGLES = 4, //< OpenGL ES 2.0+
OpenGL, //< OpenGL 2.1+
Null, //!< No rendering.
Direct3D9, //!< Direct3D 9.0
Direct3D11, //!< Direct3D 11.0
OpenGLES = 4, //!< OpenGL ES 2.0+
OpenGL, //!< OpenGL 2.1+
Count
};
@ -67,24 +67,25 @@ namespace bgfx
struct Attrib
{
enum Enum // corresponds to vertex shader attribute:
/// Corresponds to vertex shader attribute.
enum Enum
{
Position, // a_position
Normal, // a_normal
Tangent, // a_tangent
Bitangent, // a_bitangent
Color0, // a_color0
Color1, // a_color1
Indices, // a_indices
Weight, // a_weight
TexCoord0, // a_texcoord0
TexCoord1, // a_texcoord1
TexCoord2, // a_texcoord2
TexCoord3, // a_texcoord3
TexCoord4, // a_texcoord4
TexCoord5, // a_texcoord5
TexCoord6, // a_texcoord6
TexCoord7, // a_texcoord7
Position, //!< a_position
Normal, //!< a_normal
Tangent, //!< a_tangent
Bitangent, //!< a_bitangent
Color0, //!< a_color0
Color1, //!< a_color1
Indices, //!< a_indices
Weight, //!< a_weight
TexCoord0, //!< a_texcoord0
TexCoord1, //!< a_texcoord1
TexCoord2, //!< a_texcoord2
TexCoord3, //!< a_texcoord3
TexCoord4, //!< a_texcoord4
TexCoord5, //!< a_texcoord5
TexCoord6, //!< a_texcoord6
TexCoord7, //!< a_texcoord7
Count
};
@ -341,31 +342,31 @@ namespace bgfx
///
struct InstanceDataBuffer
{
uint8_t* data;
uint32_t size;
uint32_t offset;
uint16_t stride;
uint16_t num;
VertexBufferHandle handle;
uint8_t* data; //!< Pointer to data.
uint32_t size; //!< Data size.
uint32_t offset; //!< Offset in vertex buffer.
uint16_t stride; //!< Vertex buffer stride.
uint16_t num; //!< Number of instances.
VertexBufferHandle handle; //!< Vertex buffer object handle.
};
///
struct TextureInfo
{
TextureFormat::Enum format; //< Texture format.
uint32_t storageSize; //< Total amount of bytes required to store texture.
uint16_t width; //< Texture width.
uint16_t height; //< Texture height.
uint16_t depth; //< Texture depth.
uint8_t numMips; //< Number of MIP maps.
uint8_t bitsPerPixel; //< Format bits per pixel.
TextureFormat::Enum format; //!< Texture format.
uint32_t storageSize; //!< Total amount of bytes required to store texture.
uint16_t width; //!< Texture width.
uint16_t height; //!< Texture height.
uint16_t depth; //!< Texture depth.
uint8_t numMips; //!< Number of MIP maps.
uint8_t bitsPerPixel; //!< Format bits per pixel.
};
///
struct Transform
{
float* data; //< Pointer to first matrix.
uint16_t num; //< Number of matrices.
float* data; //!< Pointer to first matrix.
uint16_t num; //!< Number of matrices.
};
/// Vertex declaration.
@ -381,7 +382,7 @@ namespace bgfx
/// Add attribute to VertexDecl.
///
/// @param _attrib Attribute semantics.
/// @param _attrib Attribute semantics. See: `bgfx::Attrib`
/// @param _num Number of elements 1, 2, 3 or 4.
/// @param _type Element type.
/// @param _normalized When using fixed point AttribType (f.e. Uint8)
@ -901,6 +902,8 @@ namespace bgfx
/// @param _height Window back buffer height.
/// @param _depthFormat Window back buffer depth format.
///
/// @returns Handle to frame buffer object.
///
/// @remarks
/// Frame buffer cannnot be used for sampling.
///
@ -912,41 +915,35 @@ namespace bgfx
/// Create shader uniform parameter.
///
/// @param _name Uniform name in shader.
/// @param _type Type of uniform (See: UniformType).
/// @param _type Type of uniform (See: `bgfx::UniformType`).
/// @param _num Number of elements in array.
///
/// Predefined uniforms:
/// @returns Handle to uniform object.
///
/// u_viewRect vec4(x, y, width, height) - view rectangle for current
/// @remarks
/// Predefined uniforms (declared in `bgfx_shader.sh`):
/// - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
/// view.
///
/// u_viewTexel vec4(1.0/width, 1.0/height, undef, undef) - inverse
/// - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
/// width and height
///
/// u_view mat4 - view matrix
///
/// u_invView mat4 - inverted view matrix
///
/// u_proj mat4 - projection matrix
///
/// u_invProj mat4 - inverted projection matrix
///
/// u_viewProj mat4 - concatenated view projection matrix
///
/// u_invViewProj mat4 - concatenated inverted view projection matrix
///
/// u_model mat4[BGFX_CONFIG_MAX_BONES] - array of model matrices.
///
/// u_modelView mat4 - concatenated model view matrix, only first
/// - `u_view mat4` - view matrix
/// - `u_invView mat4` - inverted view matrix
/// - `u_proj mat4` - projection matrix
/// - `u_invProj mat4` - inverted projection matrix
/// - `u_viewProj mat4` - concatenated view projection matrix
/// - `u_invViewProj mat4` - concatenated inverted view projection matrix
/// - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
/// - `u_modelView mat4` - concatenated model view matrix, only first
/// model matrix from array is used.
///
/// u_modelViewProj mat4 - concatenated model view projection matrix.
///
/// u_alphaRef float - alpha reference value for alpha test.
/// - `u_modelViewProj mat4` - concatenated model view projection matrix.
/// - `u_alphaRef float` - alpha reference value for alpha test.
///
UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1);
/// Destroy shader uniform parameter.
///
/// @param _handle Handle to uniform object.
///
void destroyUniform(UniformHandle _handle);
/// Set clear color palette value.