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diff --git a/doc/documentation.md b/doc/documentation.md index 1361005..bf0fd9e 100644 --- a/doc/documentation.md +++ b/doc/documentation.md @@ -4,12 +4,12 @@ ## Table of contents 1. [Overview](#overview) 2. [History](#history) -5. [Macros](#macros) -3. [Data Types](#types) -4. [Core Functions](#core) -5. [Extensions](#extensions) +3. [Macros](#macros) +4. [Data Types](#types) +5. [Core Functions](#core) +6. [Extensions](#extensions) 7. [Implementation details](#implementation) -6. [General considerations](#considerations) +8. [General considerations](#considerations) ## Overview <a name="overview"></a> SMELT is a wrapper class for hardware-accelerated graphics rendering, @@ -80,7 +80,7 @@ test for a modifier. `smVertex`: Vertex structure. - `x,y,z`: Position. `z` can be used for depth testing in 2D mode. -- `col`: Vertex color. +- `col`: Vertex color. This color is in the format "AARRGGBB" (hex). - `tx,ty`: Texture coordinates. `smTriangle`: Triangle primitive structure. @@ -247,8 +247,8 @@ Limitations of `smSFXLoad()` also applies. Plays the given SFX. All parameters except the FX name is optional. A channel is generated and can be used to control the playing of the SFX. The channel is valid until it stops. -Volume should be 0~100. -Panning should be -100~100. +Volume should be in [0,100]. +Panning should be [-100,100]. These values will be clamped to the range given above. Note: There's a limit of the total available channels. This is defined in the header `smelt\_config.hpp` with the macro `SRC_MAX`. If you are playing @@ -275,10 +275,10 @@ Releases the sound file from memory. The handle will be invalid thereafter. - `void smChannelVol(SMCHN chn,int vol)` -Sets channel volume (0~100). +Sets channel volume ([0,100]). - `void smChannelPan(SMCHN chn,int pan)` -Sets channel panning (-100~100). +Sets channel panning ([-100,100]). - `void smChannelPitch(SMCHN chn,float pitch)` Sets channel pitch. @@ -445,84 +445,152 @@ If you are not quite sure about what this function does, just ignore it. - `blend`: blending mode. - `texture`: texture used for the drawing. -SMTRG smTargetCreate(int w,int h,int ms=0) [core/GFX] -Creates a rendering target (sized w*h) with multisampling level ms. -Modern OpenGL supports non-power-of-two targets, however some of the D3D9 -hardwares doesn't. -The target will be automatically resized, larger than the requested size, if -the given size is not supported. -Multisampling is disabled if ms=0. If multisampling is not supported, it -will be disabled automatically. +- `SMTRG smTargetCreate(int w,int h,int ms=0)` +Creates a rendering target (sized `w*h`) with multisampling level ms. +Modern OpenGL supports non-power-of-two sized targets. However some legacy +hardware may lack the support. +In this case, the target will be automatically enlarged. +Multisampling is disabled if `ms=0`. This value is only a hint to SMELT. +If multisampling is not supported, it will be disabled automatically. -SMTEX smTargetTexture(SMTRG targ) [core/GFX] -Gets the texture of the rendering target. +- `SMTEX smTargetTexture(SMTRG targ)` +Gets the texture of the rendering target. The texture contains the resulting +image rendered to that target. -void smTargetFree(SMTRG targ) [core/GFX] +- `void smTargetFree(SMTRG targ)` Frees the rendering target. -SMTEX smTextureCreate(int w,int h) [core/GFX] -Creates a blank texture (sized w*h). -OpenGL version supports non-power-of-two textures, however some of the D3D9 -hardwares doesn't. -The texture will be automatically resized, larger than the requested size, if -it is not supported. +- `SMTEX smTextureCreate(int w,int h)` +Creates a blank texture (sized `w*h`). +Modern OpenGL supports non-power-of-two sized textures. However some legacy +hardware may lack the support. +In this case, the texture will be automatically enlarged. -SMTEX smTextureLoad(const char *path,bool mipmap=false) [core/GFX] +- `SMTEX smTextureLoad(const char *path,bool mipmap=false)` Loads texture from the given file. -OpenGL version supports non-power-of-two textures, however some of the D3D9 -hardwares doesn't. -The texture will be automatically resized, larger than the requested size, if -it is not supported. -mipmapping doesn't work in OpenGL versions. - -SMTEX smTextureLoadFromMemory(const char *ptr,DWORD size,bool mipmap=false) -[core/GFX] +The POT (power-of-two) issue above also applies here. +Mipmapping is not implemented yet. + +- `SMTEX smTextureLoadFromMemory(const char *ptr,DWORD size,bool mipmap=false)` Loads texture from the given memory block. -OpenGL version supports non-power-of-two textures, however some of the D3D9 -hardwares doesn't. -The texture will be automatically resized, larger than the requested size, if -it is not supported. -mipmapping doesn't work in OpenGL versions. +See also `smTextureLoad()`. -void smTextureFree(SMTEX tex) [core/GFX] +- `void smTextureFree(SMTEX tex)` Release the texture from memory. -void smTextureOpt(int potopt=TPOT_NONPOT,int filter=TFLT_LINEAR) [core/GFX] +- `void smTextureOpt(int potopt=TPOT_NONPOT,int filter=TFLT_LINEAR)` Sets texture options. -TPOT_POT: textures dimensions are resized to the minimal power of two value. -TPOT_NONPOT: use textures whose dimensions are not power of two directly. -Please note that only power-of-two textures supports texture repeating. -TFLT_LINEAR: use the linear filter for texture scaling. -TFLT_NEAREST: use the nearest filter for texture scaling. - -int smTextureGetWidth(SMTEX tex,bool original=false) [core/GFX] -Gets the width of the texture. -If original==false and the texture is resized, the function will return the -resized p-o-t width of the texture. + - `TPOT_POT`: textures dimensions are _always_ resized to the minimal + power of two value. In this mode, textures repeat themselves if the + texture coordinate is greater than one (`GL_REPEAT` is used). + - `TPOT_NONPOT`: use textures whose dimensions are not power of + two directly. If unsupported by the hardware, textures will + be resized anyway. This turns off texture repeating. + - `TFLT_LINEAR`: use the linear filter for texture scaling. + - `TFLT_NEAREST`: use the nearest filter for texture scaling. + +- `int smTextureGetWidth(SMTEX tex,bool original=false)` +Gets the width of the texture. +If `original==false` and the texture is resized, the function will return +the resized POT width of the texture. Otherwise it returns the actual width of the texture file. -int smTextureGetHeight(SMTEX tex,bool original=false) [core/GFX] -Gets the height of the texture. -If original==false and the texture is resized, the function will return the -resized p-o-t height of the texture. +- `int smTextureGetHeight(SMTEX tex,bool original=false)` +Gets the height of the texture. +If `original==false` and the texture is resized, the function will return +the resized POT height of the texture. Otherwise it returns the actual height of the texture file. -DWORD* smTextureLock(SMTEX tex,int l,int t,int w,int h,bool ro=true) [core/GFX] -Locks the texture for reading/writing. -The locked area is defined as (l,t,w,h): left, top, width, height. -if ro==true, the changes won't be written back to the video memory. -Textures of rendering targets cannot be locked. - -void smTexutreUnlock(SMTEX tex) [core/GFX] +- `DWORD* smTextureLock(SMTEX tex,int l,int t,int w,int h,bool ro=true)` +Locks the texture for reading/writing. +The locked area is defined as `(l,t,w,h)`: left, top, width, height. +if `ro==true`, the changes won't be uploaded back to the video memory. +Textures of rendering targets cannot be locked. +Currently, textures are locked **upside-down** -- this is due to the fact +that textures in OpenGL originate from bottom-left. However the `top` +parameter really represents what its name means. This is insane but I've +got used to it. AND the locked pixels are in `AABBGGRR` format with +`AA` at the side of the most significant bit, which makes everything +even better. + +- `void smTexutreUnlock(SMTEX tex)` Unlocks the texture so that it can be used for rendering. -The changes will be commited to the video memory if ro==false when locking -the texture. - -SMELT extensions=============================================================== +The changes will only be commited to the video memory if `ro==false` when +locking the texture. + +## Extensions <a name="extensions"></a> + +### smAnim +This extension provides texture management and animated entity support. + +### smBMFont +This extension provides bitmap font support. + +### smColor +This extension provides conversion between color models. + +### smDataPack +This extension provides managed resources loading/writing. + +### smEntity +This extension provides easy entity rendering methods. + +### smGrid +This extension allows you to create distortion using a grid. + +### smIndicator +This extension implements several value indicators. + +### smMath +This extension implements common math routines. + +### smProgresser +This extension implements interpolation. + +### smRandom +This extension implements a pseudo random number generator. + +### smTTFont +This extension implements truetype font rendering. + +## Implementation details <a name="implementation"></a> + +- The OpenGL implementation uses a client-side vertex array. +All `smRender*()` rendering commands are buffered here before +a draw has to be done. The size of the vertex array can be +adjusted by the `VERTEX_BUFFER_SIZE` macro, found in `smelt_config.hpp`. +- A draw batch has to be done when at least one of these changes: + - Primitive type + - Texture + - Blending mode + or when... + - the vertex array is full + - `smRenderEnd()` is called + - changing camera properties + - using 'advanced' drawing functions (`smGetVertArray()`, + `smDrawCustomIndexedVertices`) +- When doing a batch draw, SMELT uploads the _whole_ vertex array +(actually only the portion with your data) to OpenGL. So there's no +real need for a vertex buffer object, but it hurts if you draw a lot +of static objects. +- The sound system implementation puts a limit on the number of effects +played at the same time. This is defined by the `SRC_MAX` macro in +`smelt_config.hpp`. +- Currently there's no way to use two or more instances of SMELT in one +application at the same time. + +## General considerations <a name="considerations"></a> +- For the sake of performance, keep the number of draw batches as low as +possible. Avoid switching properties that will trigger a batch too +frequently. +- ~~Use profiling functions to help improve performance.~~ Profiling +functions are not yet added. +- If you are going to draw something with plenty of coinciding vertices, +consider using `smDrawCustomIndexedVertices()`. + +Old junk starting from here. smAnimation==================================================================== -The extension provides texture management and animated entity support. - Texture info class: smTexInfo smTexRect rect; Texture rectangle char *name,*path; name and internal path of the texture |