Package org.openrndr.draw

Types

ArrayCubemap
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interface ArrayCubemap
ArrayCubemapAttachment
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class ArrayCubemapAttachment(index: Int, name: String?, arrayCubemap: ArrayCubemap, side: CubemapSide, layer: Int, level: Int) : ColorAttachment
ArrayCubemapImageBinding
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class ArrayCubemapImageBinding(arrayCubemap: ArrayCubemap, level: Int, imageAccess: ImageAccess) : ImageBinding
ArrayTexture
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abstract class ArrayTexture
ArrayTextureAttachment
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class ArrayTextureAttachment(index: Int, name: String?, arrayTexture: ArrayTexture, layer: Int, level: Int) : ColorAttachment
ArrayTextureImageBinding
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class ArrayTextureImageBinding(arrayTexture: ArrayTexture, level: Int, imageAccess: ImageAccess) : ImageBinding
ArrayTextureLayerImageBinding
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class ArrayTextureLayerImageBinding(arrayTexture: ArrayTexture, level: Int, imageAccess: ImageAccess) : ImageBinding
AtomicCounterBuffer
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interface AtomicCounterBuffer
BatchBuilder
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open class BatchBuilder(drawer: Drawer)
BlendMode
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enum BlendMode : Enum<BlendMode>

Used for controlling how pixels are blended together. The different modes can be used to simulate different kinds of effects like transparency, adding light, subtracting color and others.

BufferMemberType
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enum BufferMemberType : Enum<BufferMemberType>
BufferMultisample
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sealed class BufferMultisample

Buffer multisample options

BufferTexture
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abstract class BufferTexture
BufferTextureFileFormat
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enum BufferTextureFileFormat : Enum<BufferTextureFileFormat>
BufferTextureImageBinding
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class BufferTextureImageBinding(bufferTexture: BufferTexture, imageAccess: ImageAccess) : ImageBinding
BufferTextureShadow
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abstract class BufferTextureShadow
BufferWriter
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abstract class BufferWriter
BufferWriterStd430
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interface BufferWriterStd430
ChannelMask
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class ChannelMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean)
CharacterPair
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data class CharacterPair(left: Char, right: Char)
CircleBatch
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class CircleBatch(geometry: VertexBuffer, drawStyle: VertexBuffer)

Stored circle batch

CircleBatchBuilder
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class CircleBatchBuilder(drawer: Drawer) : BatchBuilder

Builder for stored circle batches

ColorAttachment
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sealed class ColorAttachment

Color attachment for RenderTarget

ColorBuffer
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abstract class ColorBuffer
abstract class ColorBuffer

representation for simple images stored on GPU memory

ColorBufferAttachment
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class ColorBufferAttachment(index: Int, name: String?, colorBuffer: ColorBuffer, level: Int) : ColorAttachment
ColorBufferImageBinding
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class ColorBufferImageBinding(colorBuffer: ColorBuffer, level: Int, imageAccess: ImageAccess) : ImageBinding
ColorBufferProxy
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data class ColorBufferProxy(url: String, loader: ColorBufferLoader, persistent: Boolean)
ColorBufferShadow
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interface ColorBufferShadow
ColorFormat
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enum ColorFormat : Enum<ColorFormat>

Color format enumeration

ColorSampling
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enum ColorSampling : Enum<ColorSampling>

Color sampling enumeration

ColorType
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enum ColorType : Enum<ColorType>

Color type enumeration

ComputeShader
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interface ComputeShader : ShaderImageBindings
Cubemap
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interface Cubemap
CubemapAttachment
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class CubemapAttachment(index: Int, name: String?, cubemap: Cubemap, side: CubemapSide, level: Int) : ColorAttachment
CubemapImageBinding
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class CubemapImageBinding(cubemap: Cubemap, level: Int, imageAccess: ImageAccess) : ImageBinding
CubemapLayerImageBinding
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class CubemapLayerImageBinding(cubemap: Cubemap, side: CubemapSide, level: Int, imageAccess: ImageAccess) : ImageBinding
CubemapSide
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enum CubemapSide : Enum<CubemapSide>
CullTestPass
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enum CullTestPass : Enum<CullTestPass>

Cull test pass condition enumeration

Cursor
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class Cursor(x: Double, y: Double)
DepthBuffer
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interface DepthBuffer
DepthFormat
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enum DepthFormat : Enum<DepthFormat>

Depth format enumeration

DepthTestPass
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enum DepthTestPass : Enum<DepthTestPass>

Depth test pass condition enumeration

DrawContext
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data class DrawContext(model: Matrix44, view: Matrix44, projection: Matrix44, width: Int, height: Int, contentScale: Double)
Drawer
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class Drawer(driver: Driver)

The Drawer

DrawPrimitive
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enum DrawPrimitive : Enum<DrawPrimitive>

Draw primitive type enumeration

DrawQuality
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enum DrawQuality : Enum<DrawQuality>

Specifies if to optimize drawing for quality or performance.

DrawStyle
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data class DrawStyle(clip: Rectangle?, fill: ColorRGBa?, stroke: ColorRGBa?, lineCap: LineCap, lineJoin: LineJoin, strokeWeight: Double, smooth: Boolean, miterLimit: Double, quality: DrawQuality, depthTestPass: DepthTestPass, depthWrite: Boolean, blendMode: BlendMode, cullTestPass: CullTestPass, channelWriteMask: ChannelMask, alphaToCoverage: Boolean, shadeStyle: ShadeStyle?, fontMap: FontMap?, kerning: KernMode, textSetting: TextSettingMode, stencil: StencilStyle, frontStencil: StencilStyle, backStencil: StencilStyle, colorMatrix: Matrix55)

A data class that controls the look of drawing operations including stroke and fill color, stroke weight and more.

DrawThread
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interface DrawThread
Filter
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open class Filter(shader: Shader?, watcher: ShaderWatcher?)

Filter base class. Renders "full-screen" quads.

FontImageMap
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class FontImageMap(texture: ColorBuffer, map: Map<Char, IntRectangle>, glyphMetrics: Map<Char, GlyphMetrics>, size: Double, contentScale: Double, ascenderLength: Double, descenderLength: Double, height: Double, leading: Double, name: String) : FontMap

A type of FontMap which keeps characters pre-rendered in a ColorBuffer texture at a specific font size.

FontImageMapDescriptor
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data class FontImageMapDescriptor(fontUrl: String, size: Double, alphabet: Set<Char>, contentScale: Double)
FontMap
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abstract class FontMap

Holds properties common to both vector-based and image-based FontMaps.

FontVectorMap
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abstract class FontVectorMap : FontMap

A type of FontMap which keeps characters stored as vector data. Good for displaying very large text and for displaying text at different scales, but in general less performant than FontImageMap because it is not pre-rendered.

GlyphMetrics
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data class GlyphMetrics(advanceWidth: Double, leftSideBearing: Double, xBitmapShift: Double, yBitmapShift: Double)
ImageAccess
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enum ImageAccess : Enum<ImageAccess>
ImageBinding
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sealed class ImageBinding
ImageFileFormat
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enum ImageFileFormat : Enum<ImageFileFormat>

File format used while saving to file

IndexBuffer
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interface IndexBuffer
IndexType
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enum IndexType : Enum<IndexType>
KernMode
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enum KernMode : Enum<KernMode>
LayeredArrayCubemapAttachment
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class LayeredArrayCubemapAttachment(index: Int, name: String?, arrayCubemap: ArrayCubemap, level: Int) : ColorAttachment
LayeredArrayTextureAttachment
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class LayeredArrayTextureAttachment(index: Int, name: String?, arrayTexture: ArrayTexture, level: Int) : ColorAttachment
LayeredCubemapAttachment
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class LayeredCubemapAttachment(index: Int, name: String?, cubemap: Cubemap, level: Int) : ColorAttachment
LayeredVolumeTextureAttachment
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class LayeredVolumeTextureAttachment(index: Int, name: String?, volumeTexture: VolumeTexture, level: Int) : ColorAttachment
LineCap
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enum LineCap : Enum<LineCap>

Line cap enumeration

LineJoin
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enum LineJoin : Enum<LineJoin>

Line join enumeration

MagnifyingFilter
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enum MagnifyingFilter : Enum<MagnifyingFilter>

Texture filters for magnification

MinifyingFilter
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enum MinifyingFilter : Enum<MinifyingFilter>

Texture filters used for minification

ObservableHashmap
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class ObservableHashmap<K, V>(b: MutableMap<K, V>, onChange: () -> Unit) : MutableMap<K, V>
PointBatch
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class PointBatch(geometry: VertexBuffer, drawStyle: VertexBuffer)
PointBatchBuilder
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class PointBatchBuilder(drawer: Drawer) : BatchBuilder
RectangleBatch
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class RectangleBatch(geometry: VertexBuffer, drawStyle: VertexBuffer)
RectangleBatchBuilder
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class RectangleBatchBuilder(drawer: Drawer) : BatchBuilder
RenderTarget
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interface RenderTarget
RenderTargetBuilder
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class RenderTargetBuilder(renderTarget: RenderTarget)
RenderToken
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class RenderToken(token: String, x: Double, y: Double, width: Double, tracking: Double)
ResizableColorBuffer
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class ResizableColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample, levels: Int, session: Session?)
ResizableRenderTarget
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class ResizableRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, session: Session?, builder: RenderTargetBuilder.() -> Unit)
Session
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class Session(parent: Session?)

Session

SessionStatistics
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class SessionStatistics(renderTargets: Int, colorBuffers: Int, depthBuffers: Int, bufferTextures: Int, indexBuffers: Int, vertexBuffers: Int, shaders: Int, cubemaps: Int, arrayTextures: Int, computeShaders: Int, atomicCounterBuffers: Int, arrayCubemaps: Int, shaderStorageBuffers: Int)

Session statistics

Shader
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interface Shader : ShaderImageBindings
ShaderImageBindings
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interface ShaderImageBindings
ShaderStorageBuffer
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interface ShaderStorageBuffer
ShaderStorageBufferShadow
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interface ShaderStorageBufferShadow
ShaderStorageElement
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interface ShaderStorageElement
ShaderStorageFormat
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class ShaderStorageFormat
ShaderStorageMember
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data class ShaderStorageMember(member: String, type: BufferMemberType, arraySize: Int, offset: Int, padding: Int) : ShaderStorageElement
ShaderStorageStruct
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data class ShaderStorageStruct(structName: String, member: String, members: List<ShaderStorageMember>, arraySize: Int, offset: Int) : ShaderStorageElement
ShaderType
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enum ShaderType : Enum<ShaderType>
ShaderWatcher
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class ShaderWatcher
ShaderWatcherBuilder
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class ShaderWatcherBuilder
ShadeStructure
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data class ShadeStructure(uniforms: String?, attributes: String?, buffers: String?, vertexTransform: String?, geometryTransform: String?, fragmentTransform: String?, vertexPreamble: String?, geometryPreamble: String?, fragmentPreamble: String?, outputs: String?, varyingOut: String?, varyingIn: String?, varyingBridge: String?, suppressDefaultOutput: Boolean)
ShadeStyle
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open class ShadeStyle
ShadeStyleFilter
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class ShadeStyleFilter(shadeStyle: ShadeStyle) : Filter

A Filter that uses the ShadeStyle interface and language

ShadeStyleGLSL
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class ShadeStyleGLSL

A collection of granules, or template functions for writing stylable shaders in GLSL. ShadeStyleGLSL is used in OPENRNDR's shader generators but is exposed to the user such that they too can write shader generators.

ShadeStyleManager
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abstract class ShadeStyleManager(name: String)
ShadeStyleOutput
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data class ShadeStyleOutput(attachment: Int, format: ColorFormat, type: ColorType)
StencilOperation
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enum StencilOperation : Enum<StencilOperation>
StencilStyle
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class StencilStyle
StencilTest
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enum StencilTest : Enum<StencilTest>
TextSettingMode
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enum TextSettingMode : Enum<TextSettingMode>
TransformTarget
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enum TransformTarget : Enum<TransformTarget>
UniformBlock
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interface UniformBlock
UniformBlockLayout
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data class UniformBlockLayout(sizeInBytes: Int, entries: Map<String, UniformDescription>)
UniformDescription
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data class UniformDescription(name: String, type: UniformType, size: Int, offset: Int, stride: Int)
UniformType
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enum UniformType : Enum<UniformType>
VertexBuffer
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abstract class VertexBuffer
VertexBufferShadow
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interface VertexBufferShadow
VertexElement
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data class VertexElement(attribute: String, offset: Int, type: VertexElementType, arraySize: Int)
VertexElementType
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enum VertexElementType : Enum<VertexElementType>

Vertex element type enumeration

VertexFormat
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class VertexFormat

VertexBuffer Layout describes how data is organized in the VertexBuffer

VolumeTexture
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interface VolumeTexture
VolumeTextureAttachment
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class VolumeTextureAttachment(index: Int, name: String?, volumeTexture: VolumeTexture, layer: Int, level: Int) : ColorAttachment
VolumeTextureImageBinding
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class VolumeTextureImageBinding(volumeTexture: VolumeTexture, level: Int, imageAccess: ImageAccess) : ImageBinding
VolumeTextureLayerImageBinding
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class VolumeTextureLayerImageBinding(volumeTexture: VolumeTexture, layer: Int, level: Int, imageAccess: ImageAccess) : ImageBinding
WrapMode
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enum WrapMode : Enum<WrapMode>

Texture wrapping mode

Writer
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class Writer(drawerRef: Drawer?)
WriteStyle
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class WriteStyle

Functions

arrayCubemap
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fun arrayCubemap(width: Int, layers: Int, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, levels: Int = 1, session: Session = Session.active): ArrayCubemap

Creates an array cubemap

arrayTexture
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fun arrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, levels: Int = 1, session: Session = Session.active): ArrayTexture

Creates an array texture

bufferTexture
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fun bufferTexture(elementCount: Int, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.FLOAT32, session: Session? = Session.active): BufferTexture

create a BufferTexture

circleBatch
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fun Drawer.circleBatch(build: CircleBatchBuilder.() -> Unit): CircleBatch

Create a stored batch of circles

codeFromStream
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fun codeFromStream(stream: InputStream): String
codeFromURL
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fun codeFromURL(url: URL): String
fun codeFromURL(url: String): String
colorBuffer
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fun colorBuffer(width: Int, height: Int, contentScale: Double = 1.0, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, multisample: BufferMultisample = BufferMultisample.Disabled, levels: Int = 1, session: Session? = Session.active): ColorBuffer

create a ColorBuffer

constant
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fun constant(color: ColorRGBa, ignoreAlpha: Boolean = true): Matrix55
createEquivalent
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fun ColorBuffer.createEquivalent(width: Int = this.width, height: Int = this.height, contentScale: Double = this.contentScale, format: ColorFormat = this.format, type: ColorType = this.type, multisample: BufferMultisample = this.multisample, levels: Int = this.levels): ColorBuffer

create an equivalent ColorBuffer, with the option to override attributes

cubemap
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fun cubemap(width: Int, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, levels: Int = 1, session: Session? = Session.active): Cubemap
depthBuffer
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fun depthBuffer(width: Int, height: Int, format: DepthFormat = DepthFormat.DEPTH24_STENCIL8, multisample: BufferMultisample): DepthBuffer
drawThread
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fun drawThread(): DrawThread

creates and starts a DrawThread

filterShaderFromCode
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fun filterShaderFromCode(fragmentShaderCode: String, name: String): Shader
filterShaderFromUrl
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fun filterShaderFromUrl(url: String): Shader
filterWatcherFromUrl
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fun filterWatcherFromUrl(url: String): ShaderWatcher
grayscale
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fun grayscale(r: Double = 0.33, g: Double = 0.33, b: Double = 0.33): Matrix55
imageBinding
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fun BufferTexture.imageBinding(imageAccess: ImageAccess): BufferTextureImageBinding
fun ArrayCubemap.imageBinding(level: Int = 0, imageAccess: ImageAccess): ArrayCubemapImageBinding
fun ArrayTexture.imageBinding(level: Int = 0, imageAccess: ImageAccess): ArrayTextureImageBinding
fun ColorBuffer.imageBinding(level: Int = 0, imageAccess: ImageAccess): ColorBufferImageBinding
fun Cubemap.imageBinding(level: Int = 0, imageAccess: ImageAccess): CubemapImageBinding
fun VolumeTexture.imageBinding(level: Int = 0, imageAccess: ImageAccess): VolumeTextureImageBinding
imageProxy
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fun imageProxy(file: File, queue: Boolean = true, persistent: Boolean = false): ColorBufferProxy
fun imageProxy(fileOrUrl: String, queue: Boolean = true, persistent: Boolean = false): ColorBufferProxy
indexBuffer
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fun indexBuffer(elementCount: Int, type: IndexType): IndexBuffer
isEquivalentTo
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fun ColorBuffer.isEquivalentTo(other: ColorBuffer, ignoreWidth: Boolean = false, ignoreHeight: Boolean = false, ignoreContentScale: Boolean = false, ignoreFormat: Boolean = false, ignoreType: Boolean = false, ignoreMultisample: Boolean = false, ignoreLevels: Boolean = false): Boolean

check if this ColorBuffer is equivalent to other

isolated
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fun Drawer.isolated(function: Drawer.() -> Unit)

Pushes style, view- and projection matrix, calls function and pops.

isolatedWithTarget
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fun Drawer.isolatedWithTarget(target: RenderTarget, function: Drawer.() -> Unit)

Pushes style, view- and projection matrix, sets render target, calls function and pops,

launch
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fun DrawThread.launch(context: CoroutineContext = this.dispatcher, start: CoroutineStart = CoroutineStart.DEFAULT, block: suspend CoroutineScope.() -> Unit): Job

launches a coroutine on the DrawThread

loadBufferTexture
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fun loadBufferTexture(file: File, formatHint: BufferTextureFileFormat? = BufferTextureFileFormat.ORB, session: Session? = Session.active): BufferTexture

load a buffer texture from a file

fun loadBufferTexture(url: URL, formatHint: BufferTextureFileFormat? = BufferTextureFileFormat.ORB, session: Session? = Session.active): BufferTexture

load a BufferTexture from a url

fun loadBufferTexture(fileOrUrl: String, formatHint: BufferTextureFileFormat? = BufferTextureFileFormat.ORB, session: Session? = Session.active): BufferTexture

load a buffer texture from file or url

loadCubemap
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fun loadCubemap(fileOrUrl: String, formatHint: ImageFileFormat?, session: Session? = Session.active): Cubemap
loadFont
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fun loadFont(fileOrUrl: String, size: Double, characterSet: Set<Char> = defaultFontmapCharacterSet, contentScale: Double = 1.0): FontImageMap
loadImage
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fun loadImage(file: File, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer

load an image from File

fun loadImage(url: URL, formatHint: ImageFileFormat?, session: Session? = Session.active): ColorBuffer

load an image from an url

fun loadImage(fileOrUrl: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
fun loadImage(fileOrUrl: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
fun loadImage(fileOrUrl: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer

load an image from a file or url encoded as String, also accepts base64 encoded data urls

loadImageSuspend
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suspend fun loadImageSuspend(fileOrUrl: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
suspend fun loadImageSuspend(fileOrUrl: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
suspend fun loadImageSuspend(fileOrUrl: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
persistent
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fun <T> persistent(builder: () -> T): T

Mark a GPU resource or code that uses GPU resources as persistent

pointBatch
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fun Drawer.pointBatch(build: PointBatchBuilder.() -> Unit): PointBatch

Create a stored batch of points

rectangleBatch
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fun Drawer.rectangleBatch(build: RectangleBatchBuilder.() -> Unit): RectangleBatch

Create a stored batch of rectangles

renderTarget
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fun renderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active, builder: RenderTargetBuilder.() -> Unit): RenderTarget

build a RenderTarget

resizableColorBuffer
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fun resizableColorBuffer(width: Int, height: Int, contentScale: Double = 1.0, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, multisample: BufferMultisample = BufferMultisample.Disabled, levels: Int = 1, session: Session? = Session.active): ResizableColorBuffer
resizableRenderTarget
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fun resizableRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active, builder: RenderTargetBuilder.() -> Unit): ResizableRenderTarget
session
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fun session(code: () -> Unit)

Runs code inside a (short-lived) session

shaderStorageBuffer
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fun shaderStorageBuffer(format: ShaderStorageFormat): ShaderStorageBuffer
shaderStorageFormat
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fun shaderStorageFormat(builder: ShaderStorageFormat.() -> Unit): ShaderStorageFormat
shaderWatcher
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fun shaderWatcher(init: ShaderWatcherBuilder.() -> Unit): ShaderWatcher
shadeStyle
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fun shadeStyle(builder: ShadeStyle.() -> Unit): ShadeStyle
tint
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fun tint(color: ColorRGBa): Matrix55
vertexBuffer
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fun vertexBuffer(vertexFormat: VertexFormat, vertexCount: Int, session: Session? = Session.active): VertexBuffer

VertexBuffer builder function.

vertexFormat
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fun vertexFormat(builder: VertexFormat.() -> Unit): VertexFormat
volumeTexture
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fun volumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, levels: Int = 1, session: Session? = Session.active): VolumeTexture
write
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fun BufferWriter.write(drawStyle: DrawStyle)
writer
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@JvmName(name = "drawerWriter")
fun <T> Drawer.writer(f: Writer.() -> T): T
fun <T> writer(drawer: Drawer, f: Writer.() -> T): T

Properties

circleFormat
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val circleFormat: VertexFormat
defaultFontmapCharacterSet
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val defaultFontmapCharacterSet: Set<Char>
drawStyleFormat
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val drawStyleFormat: VertexFormat
invert
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val invert: Matrix55
pointFormat
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val pointFormat: VertexFormat
rectangleFormat
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val rectangleFormat: VertexFormat
useContextBlock
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val useContextBlock: Boolean
useStyleBlock
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val useStyleBlock: Boolean