MXVK Vulkan Framework 0.24.0
C++20 Vulkan rendering framework for practical 2D and 3D application development with SDL3.
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mxvk::VK_Sprite Member List

This is the complete list of members for mxvk::VK_Sprite, including all inherited members.

clearExternalTextureDescriptors()mxvk::VK_Sprite
clearQueue()mxvk::VK_Sprite
createEmptySprite(int width, int height, const std::string &vertexShaderPath="", const std::string &fragmentShaderPath="")mxvk::VK_Sprite
drawSprite(int x, int y)mxvk::VK_Sprite
drawSprite(int x, int y, float scaleX, float scaleY)mxvk::VK_Sprite
drawSprite(int x, int y, float scaleX, float scaleY, float rotation)mxvk::VK_Sprite
drawSpriteRect(int x, int y, int w, int h)mxvk::VK_Sprite
enableExtendedUBO()mxvk::VK_Sprite
enableInstancing(uint32_t maxInstances, const std::string &instanceVertShaderPath, const std::string &instanceFragShaderPath)mxvk::VK_Sprite
getEffectsEnabled() constmxvk::VK_Spriteinline
getHeight() constmxvk::VK_Spriteinline
getPipeline() constmxvk::VK_Spriteinline
getPipelineLayout() constmxvk::VK_Spriteinline
getWidth() constmxvk::VK_Spriteinline
hasOwnPipeline() constmxvk::VK_Spriteinline
isExtendedUBOEnabled() constmxvk::VK_Spriteinline
isInstancingEnabled() constmxvk::VK_Spriteinline
loadSprite(const std::string &pngPath, const std::string &fragmentShaderPath="")mxvk::VK_Sprite
loadSprite(SDL_Surface *surface, const std::string &fragmentShaderPath="")mxvk::VK_Sprite
operator=(const VK_Sprite &)=deletemxvk::VK_Sprite
operator=(VK_Sprite &&)=deletemxvk::VK_Sprite
prepareForRendering(VkCommandBuffer cmdBuffer)mxvk::VK_Sprite
rebuildInstancedPipeline()mxvk::VK_Sprite
rebuildPipeline()mxvk::VK_Sprite
releaseUploadResources()mxvk::VK_Sprite
renderSprites(VkCommandBuffer cmdBuffer, VkPipelineLayout pipelineLayout, uint32_t screenWidth, uint32_t screenHeight)mxvk::VK_Sprite
setColorAttachmentFormat(VkFormat format)mxvk::VK_Spriteinline
setCommandPool(VkCommandPool pool)mxvk::VK_Sprite
setDepthAttachmentFormat(VkFormat format)mxvk::VK_Spriteinline
setDescriptorSetLayout(VkDescriptorSetLayout layout)mxvk::VK_Spriteinline
setEffectsEnabled(bool enabled)mxvk::VK_Spriteinline
setExternalTexture(VkImageView image_view, int width, int height)mxvk::VK_Sprite
setFragmentShaderPath(const std::string &path)mxvk::VK_Sprite
setMouseState(float mx, float my, float pressed, float reserved=0.0f)mxvk::VK_Sprite
setPipelineCache(VkPipelineCache cache)mxvk::VK_Spriteinline
setRenderPass(VkRenderPass rp)mxvk::VK_Spriteinline
setShaderParams(float p1=0.0f, float p2=0.0f, float p3=0.0f, float p4=0.0f)mxvk::VK_Sprite
setTextureFilter(VkFilter filter)mxvk::VK_Sprite
setUniform0(float x, float y, float z, float w)mxvk::VK_Sprite
setUniform1(float x, float y, float z, float w)mxvk::VK_Sprite
setUniform2(float x, float y, float z, float w)mxvk::VK_Sprite
setUniform3(float x, float y, float z, float w)mxvk::VK_Sprite
setVertexShaderPath(const std::string &path)mxvk::VK_Spriteinline
spriteSamplermxvk::VK_Sprite
updateTexture(SDL_Surface *surface)mxvk::VK_Sprite
updateTexture(const void *pixels, int width, int height, int pitch=0)mxvk::VK_Sprite
VK_Sprite(VkDevice device, VkPhysicalDevice physicalDevice, VkQueue graphicsQueue, VkCommandPool commandPool)mxvk::VK_Sprite
VK_Sprite(const VK_Sprite &)=deletemxvk::VK_Sprite
VK_Sprite(VK_Sprite &&)=deletemxvk::VK_Sprite
~VK_Sprite()mxvk::VK_Sprite