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# Sphinx build info version 1
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
config: 37c8e6399b0a128fb5f8e2f0b494c911
tags: 645f666f9bcd5a90fca523b33c5a78b7
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13 changes: 13 additions & 0 deletions _sources/dagor-engine-docs/index.rst.txt
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Engine Libraries Docs
=========================================


Contents:

.. toctree::
:maxdepth: 4
:glob:

picture_image/index.rst

44 changes: 44 additions & 0 deletions _sources/dagor-engine-docs/picture_image/Image.rst.txt
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.. autogenerated
*****
Image
*****


*Source file: prog/engine/image/decodeFnameSuffix.h*


.. _image_rasterization:

Image Rasterization
--------------------

Images can be of several formats, most common TIFF, PNG, JPG and SVG.


There can also be suffixes that allow to specify parameters of rasterization, separated with ``:``::

<image>[<:W>[:H][:k|f|p]]

W - width
H - height
K - keep aspect
F - force aspect
P - premultiplied alpha

Width and Height can be used for svg and other format for better down/upsampling quality.
When both Width and Height are 0 then resampling is skipped (it may be useful to force premultiplied alpha leaving source picture
resolution as is using :0:P suffix). For vector graphics (such as .SVG) resolution (at least Width) is mandatory.

Sample usage (in daRg for example)::

Picture("image.svg:256:256:K:P")
or
Picture("b64://<base64 encoded string of svg or png>:256:256:K:P")
or
Picture("image.png:0:P")
or
Picture("image.png:512:256:P:F")



62 changes: 62 additions & 0 deletions _sources/dagor-engine-docs/picture_image/PictureManager.rst.txt
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.. autogenerated
**************
PictureManager
**************


*Source file: prog/engine/lib3d/picMgr.cpp*


.. seealso:: :ref:`image_rasterization`

Picture Sources
---------------

Pictures can be files, resources, http resources, base64 encoded or dynamically rendered characters.

Full image path can be with or without path to **PictureAtlas** (see below) ``[atlasPath#]<image path string>``.

If image path string starts with http or https - it is treated as url and image would be requested from this url.
If image path string doesn't have slashes and endswith ``*`` - it is treated as game built resource and would be loaded from .dxp.bin
files. If image path string starts with ``b64://`` it is supposed to be base64 encoded string file (usually svg). if image path string
starts with ``render`` string - it is supposed to be datablock string, that allow to render in atlas or separately dynamic render
objects, like characters. In other cases image path string should be path to image path (usually png, svg or jpg).


Picture Atlases
---------------


Dagor allow to make dynamic atlases for images.
Such atlases improve rendering performance, cause allow to render several UI objects with one drawprimitive.

To create atlas you need specify it's parameters in configuration file in datablock format.

Picture atlas configuration format::

tex{
dynAtlas:b=yes
rtTex:b=yes
name:t="myatlas" //for debugging? and for static (obsolete) atlases
size:ip2=512,512 //size in pixels

maxAllowedPicSz:ip2=320,320 //max allowed picture size to rasterize.
//Will raise a logerr on attempt to rasterize bigger image.
premultiplyAlpha:b=yes
margin:i=1 //margin around pictures
picSrcFolder:t="/ui/uiskin/"
picReserve:i=128
refHRes:i=1080 //reference size of vertcal resoultion.
//Atlas will proportionally scale on bigger resolutions,
//as we usually need pixel perfect rasterization of icons
}


To specify usage of picture atlas::

// "tex/mytex.tga" - real texture name
// "tex/myatlas#mytex" - picture "mytex" in tex/myatlas.blk



15 changes: 15 additions & 0 deletions _sources/dagor-engine-docs/picture_image/index.rst.txt
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Dagor Engine Libraries
======================

Picture Manager documentation


Contents:

.. toctree::
:maxdepth: 2
:glob:

*

12 changes: 12 additions & 0 deletions _sources/dagor-render/index.rst.txt
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.. Dagor Engine Render documentation master file
Dagor Engine Render
===============================================

.. toctree::
:maxdepth: 4
:caption: Contents:
:glob:

index/*

15 changes: 15 additions & 0 deletions _sources/dagor-render/index/d3dAPI.rst.txt
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D3D API
=================================================

D3D API is our unified API which hides GAPI calls for different platforms.

.. toctree::
:maxdepth: 2
:caption: Contents:

d3dAPI/Buffers
d3dAPI/RenderPass
d3dAPI/other
d3dAPI/constants
d3dAPI/textures
d3dAPI/helperClasses
5 changes: 5 additions & 0 deletions _sources/dagor-render/index/d3dAPI/Buffers.rst.txt
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Buffers
=================================================

.. autodoxygenfile:: dag_drv3d_buffers.h
:project: d3dAPI
31 changes: 31 additions & 0 deletions _sources/dagor-render/index/d3dAPI/RenderPass.rst.txt
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RenderPass
=================================================

* See samples/testDrv3d/render_pass_tests.h for example usage

Callable d3d:: methods

.. doxygengroup:: RenderPassD3D
:project: d3dAPI
:members:
:undoc-members:
:content-only:

=================================================

Related structures

.. doxygengroup:: RenderPassStructs
:project: d3dAPI
:members:
:undoc-members:
:content-only:

=================================================

Related constants

.. doxygengroup:: RenderPassConsts
:project: d3dAPI
:members:
:content-only:
5 changes: 5 additions & 0 deletions _sources/dagor-render/index/d3dAPI/constants.rst.txt
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Constants, Structures and Enumerations
=================================================

.. autodoxygenfile:: dag_drv3dConsts.h
:project: d3dAPI
10 changes: 10 additions & 0 deletions _sources/dagor-render/index/d3dAPI/helperClasses.rst.txt
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Helper classes for D3D API
=================================================

These classes are not part of core D3D API, but they simplifies common usages of D3D API.

.. toctree::
:maxdepth: 2
:caption: Contents:

helperClasses/multidrawContext
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MultidrawContext
=================================================

.. autodoxygenfile:: dag_multidrawContext.h
:project: d3dAPI
5 changes: 5 additions & 0 deletions _sources/dagor-render/index/d3dAPI/other.rst.txt
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All other methods
=================================================

.. autodoxygenfile:: dag_drv3d.h
:project: d3dAPI
5 changes: 5 additions & 0 deletions _sources/dagor-render/index/d3dAPI/textures.rst.txt
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Textures
=================================================

.. autodoxygenfile:: dag_tex3d.h
:project: d3dAPI
20 changes: 20 additions & 0 deletions _sources/dagor-render/index/daBFG.rst.txt
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daBFG API
=================================================

daBFG is a library for constructing and executing a *frame graph*, a computational graph for specifying a rendering pipeline of an real time application. It supports many fun features, such as:
* Homogenous management of many types of resources: transient and temporal, CPU data, GPU textures and buffers, external resources like system backbuffers
* Memory aliasing for all internally managed resources (even temporal ones!)
* Automatic barriers
* Global state management: (fake) render passes, bindings, VRS and more!
* Multiplexing support: want to run your graph multiple times for VR? No problem! It just works (as long as you annotate node multiplexing modes correctly and don't do any global state crimes)
* More to come soon!

.. toctree::
:maxdepth: 2
:caption: Contents:

daBFG/core
daBFG/declaringNodes
daBFG/graphState
daBFG/runtime
daBFG/das
28 changes: 28 additions & 0 deletions _sources/dagor-render/index/daBFG/core.rst.txt
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Core Functions
=================================================

The library exposes several global functions for controlling the global
graph state encapsulated inside the library, listed below. The graph
is always singular and global by design. This allows for the most
effective optimization of memory and other resources due to all
information being visible and available to the backend.

However, for separating different logical parts of the global graph,
e.g. for different viewports (editor and game preview) all daBfg entities
(nodes, resources, automatic resolutions, etc) are namespaced. A node
might have the name "/foo/bar/node", but you never actually use this
name to refer to a node, as we don't want to be parsing strings.
Instead, wrapper objects describing a particular namespace are used.

Hence, the code that wants to register various objects inside the graph,
like nodes and resolutions, must use the :cpp:class:`dabfg::NameSpace`
class to do so, although aliases for calling methods of this class on
the global namespace :cpp:func:`dabfg::root` are available.

.. doxygengroup:: DabfgCore
:project: daBFG
:members:

.. doxygengroup:: DabfgCoreAliases
:project: daBFG
:members:
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