API Reference¶
Quick reference for the lower-level building blocks not covered by their own guide page, plus a summary table of the whole public API.
Mesh¶
Stores custom geometry and owns its GPU buffers (auto-released on destruction).
Mesh mesh;
mesh.Create(vertices, sizeof(vertices), indices, sizeof(indices));
mesh.Bind();
mesh.Draw();
Shader¶
Wraps an OpenGL shader program.
Shader shader;
shader.Load("default.vert", "default.frag");
shader.Use();
Uniforms:
shader.SetUniform1i("u_Texture", 0);
shader.SetUniform1iv("u_Textures", 32, samplers);
shader.SetUniformMat4f("u_ViewProj", matrix);
shader.SetUniform4f("u_Color", {1, 1, 1, 1});
Summary table¶
| Class | Header concept | Copy | Move |
|---|---|---|---|
| Texture | GPU texture | ❌ | ✅ |
| Shader | GL shader program | ❌ | ✅ |
| Font | Bitmap font atlas | ❌ | ✅ |
| Mesh | Custom geometry | ❌ | ✅ |
| VertexArray | GL vertex array object | ❌ | ✅ |
| Framebuffer | Render target | ❌ | ✅ |
| Sprite | Texture + transform | ✅ | ✅ |
| Animation | Sprite-sheet playback state | ✅ | ✅ |
| AnimatedSprite | Sprite + Animation | ✅ | ✅ |
| Tilemap | Tiled JSON map | — | — |
| ParticleSystem | Pooled particle emitter | — | — |
| OrthographicCamera | 2D camera | ✅ | ✅ |
See also: Renderer, Asset Manager, Texture, Sprite, Tilemap, Particles, Framebuffer.