Graphics API Reference
Introduction
This section provides a comprehensive reference for the Graphics API, detailing its components, functions, and best practices for developing visually rich applications and experiences. The Graphics API offers a powerful and flexible interface for interacting with the GPU, enabling high-performance rendering of 2D and 3D graphics.
Key features include:
- Advanced shader programming support.
- Efficient management of graphics resources like textures and buffers.
- Optimized rendering pipelines for various hardware.
- Cross-platform compatibility.
Core Concepts
Understanding the fundamental concepts of the Graphics API is crucial for effective utilization. This includes:
- The Rendering Pipeline: The sequence of stages that data passes through to become an image on the screen.
- Shaders: Small programs that run on the GPU to perform specific rendering tasks.
- Graphics Resources: Data structures like textures, buffers, and render targets used for rendering.
- State Management: Configuring various settings that affect how rendering is performed.
API Reference
Explore the detailed functions and structures that make up the Graphics API.
Rendering Pipeline
The rendering pipeline is the core mechanism for drawing graphics. It encompasses stages from vertex data input to pixel output.
SetRenderTargets
RenderTarget[] targets
: An array of render target objects to bind.DepthStencilTarget* depthStencil
: Optional depth-stencil buffer.
void
void GraphicsAPI::SetRenderTargets(RenderTarget[] targets, DepthStencilTarget* depthStencil = nullptr);
ClearRenderTarget
RenderTarget* target
: The render target to clear.Color color
: The color to clear with (RGBA values from 0.0 to 1.0).
void
void GraphicsAPI::ClearRenderTarget(RenderTarget* target, Color color);
Shaders
Shaders are essential for defining visual appearance. The API provides functions to load, compile, and bind shaders.
CreateShaderFromSource
ShaderType type
: The type of shader (e.g., Vertex, Fragment).const char* source
: The shader source code.
Shader*
A pointer to the compiled shader object, or nullptr
on failure.
Shader* GraphicsAPI::CreateShaderFromSource(ShaderType type, const char* source);
BindShader
ShaderProgram* program
: The shader program to bind.
void
void GraphicsAPI::BindShader(ShaderProgram* program);
Textures
Textures are used to add detail and color to surfaces. Functions for creating and managing textures are provided.
CreateTexture2D
int width
: The width of the texture.int height
: The height of the texture.PixelFormat format
: The pixel format of the texture.const void* data
: Pointer to the image data.
Texture*
A pointer to the created texture object.
Texture* GraphicsAPI::CreateTexture2D(int width, int height, PixelFormat format, const void* data);
BindTexture
TextureUnit unit
: The texture unit to bind to.Texture* texture
: The texture to bind.
void
void GraphicsAPI::BindTexture(TextureUnit unit, Texture* texture);
Buffers
Vertex, index, and uniform buffers are used to store data for rendering.
CreateBuffer
BufferType type
: The type of buffer (e.g., Vertex, Index, Uniform).size_t size
: The size of the buffer in bytes.const void* data
: Pointer to initial data, ornullptr
.BufferUsage usage
: The intended usage pattern of the buffer.
Buffer*
A pointer to the created buffer object.
Buffer* GraphicsAPI::CreateBuffer(BufferType type, size_t size, const void* data, BufferUsage usage);
UpdateBufferData
Buffer* buffer
: The buffer to update.size_t offset
: The offset in bytes from the start of the buffer.size_t size
: The amount of data to update.const void* data
: Pointer to the new data.
void
void GraphicsAPI::UpdateBufferData(Buffer* buffer, size_t offset, size_t size, const void* data);
Vertex Processing
This stage transforms vertex data from model space to screen space.
BindVertexArray
VertexArray* vao
: The vertex array object to bind.
void
void GraphicsAPI::BindVertexArray(VertexArray* vao);
Fragment Processing
This stage determines the final color of each pixel.
DrawArrays
PrimitiveType type
: The type of primitive to draw (e.g., Triangles, Lines).int first
: The index of the first vertex to draw.int count
: The number of vertices to draw.
void
void GraphicsAPI::DrawArrays(PrimitiveType type, int first, int count);
DrawElements
PrimitiveType type
: The type of primitive to draw.int count
: The number of indices to draw.IndexType indexType
: The data type of the indices (e.g., UnsignedInt, UnsignedShort).const void* indices
: Pointer to the index data.
void
void GraphicsAPI::DrawElements(PrimitiveType type, int count, IndexType indexType, const void* indices);
Tutorials
Dive into practical examples and step-by-step guides to master the Graphics API.
Sample Projects
Download and explore complete projects that demonstrate various Graphics API features.