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ObjectivelyGPU
Object oriented graphics framework for SDL3 and C
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Ready-made render state to copy into an SDL_GPUGraphicsPipelineCreateInfo.
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Variables | |
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState | GPU_BlendStateOpaque |
| Opaque blending: source color overwrites the destination (no blending). | |
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState | GPU_BlendStateAlpha |
Straight (non-premultiplied) alpha blending: src·srcA + dst·(1 - srcA). | |
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState | GPU_BlendStatePremultipliedAlpha |
Premultiplied alpha blending: src + dst·(1 - srcA). | |
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState | GPU_BlendStateAdditive |
Additive blending: src·srcA + dst, for glow, particles, and light accumulation. | |
| OBJECTIVELYGPU_EXPORT const SDL_GPUGraphicsPipelineCreateInfo | GPU_GraphicsPipeline3D |
3D world geometry: triangle list, solid fill, back-face culling (CCW front), depth test and write enabled with LESS_OR_EQUAL. | |
| OBJECTIVELYGPU_EXPORT const SDL_GPUGraphicsPipelineCreateInfo | GPU_GraphicsPipeline2D |
| 2D UI and sprites: triangle list, solid fill, no culling, no depth test. | |
Ready-made render state to copy into an SDL_GPUGraphicsPipelineCreateInfo.
Copy a pipeline preset by value, then fill in the caller-specific fields — vertex_shader, fragment_shader, vertex_input_state, and target_info:
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState GPU_BlendStateAdditive |
Additive blending: src·srcA + dst, for glow, particles, and light accumulation.
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState GPU_BlendStateAlpha |
Straight (non-premultiplied) alpha blending: src·srcA + dst·(1 - srcA).
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState GPU_BlendStateOpaque |
Opaque blending: source color overwrites the destination (no blending).
| OBJECTIVELYGPU_EXPORT const SDL_GPUColorTargetBlendState GPU_BlendStatePremultipliedAlpha |
Premultiplied alpha blending: src + dst·(1 - srcA).
| OBJECTIVELYGPU_EXPORT const SDL_GPUGraphicsPipelineCreateInfo GPU_GraphicsPipeline2D |
2D UI and sprites: triangle list, solid fill, no culling, no depth test.
Fill in vertex_shader, fragment_shader, vertex_input_state, and target_info. Apply a blend preset via each color target's blend_state.
| OBJECTIVELYGPU_EXPORT const SDL_GPUGraphicsPipelineCreateInfo GPU_GraphicsPipeline3D |
3D world geometry: triangle list, solid fill, back-face culling (CCW front), depth test and write enabled with LESS_OR_EQUAL.
Fill in vertex_shader, fragment_shader, vertex_input_state, and target_info (including depth_stencil_format and has_depth_stencil_target).