Graphics API Reference

This section provides detailed documentation for the Graphics API, a powerful set of tools for rendering high-performance 2D and 3D graphics.

Introduction to the Graphics API

The Graphics API is designed to offer developers fine-grained control over the rendering pipeline, enabling the creation of visually rich and performant applications. It leverages modern hardware acceleration to deliver smooth and responsive graphics experiences.

Key Concepts

Getting Started

To begin using the Graphics API, ensure you have initialized the graphics subsystem. The core functions allow you to create and manage rendering contexts, set up viewports, and clear the screen.

Example: Initializing the Graphics Subsystem


// Include the necessary header
#include <graphics_api.h>

int main() {
    // Initialize the graphics subsystem
    if (Graphics::Initialize()) {
        std::cout << "Graphics subsystem initialized successfully!" << std::endl;

        // Create a window or rendering surface...
        // ...

        // Perform rendering operations...
        // ...

        // Shutdown the graphics subsystem
        Graphics::Shutdown();
    } else {
        std::cerr << "Failed to initialize graphics subsystem." << std::endl;
        return 1;
    }
    return 0;
}
            
Note: Proper error handling is crucial when initializing graphics hardware. Always check the return value of Graphics::Initialize().

Core Rendering Functions

The API provides fundamental functions for drawing basic shapes and managing the rendering state.

Graphics::Clear(Color clearColor)

Clears the entire screen to a specified color.

clearColor
The Color structure specifying the color to clear the screen with (e.g., Color(0.0f, 0.0f, 0.0f, 1.0f) for black).

Graphics::Present()

Swaps the back buffer with the front buffer, displaying the rendered frame on the screen.

Further Reading

Explore the following sections to delve deeper into specific aspects of the Graphics API: