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Peote View - 2D Render Library (haxe/lime/opengl)

This library is to simplify opengl-usage for 2D rendering and to easy
handle procedural shadercode and imagedata from texture-atlases.

It's written in Haxe and runs multiplatform with Limes GL-context and environment.

Installation

by haxelib -> peote-view

haxelib install peote-view

or use the latest developement version by:

haxelib git peote-view https://github.com/maitag/peote-view

Samples

start here: peote-view-samples to test out some core features
or play around into: peote-playground

You can test some of them also here.

API

is still work in progress (can be generated locally by Dox and generateAPIdoc.sh)

Features

  • runs native on linux/bsd/windows/android, neko/hashlink-vm, javascript-webbrowser (macOS and iOS should run but not much tested yet)
  • can be compiled for a special OpenGL version (ES 2/3 - webgl 1/2) or with version-detection at runtime
  • optimized to draw many elements thats sharing the same shader and textures
  • simple usage of textureatlases (parted into slots and tiles)
  • multitexture usage per shader
  • supports shadertemplates and opengl-extensions
  • simple formula- and glslcode-injection
  • animation by gpu transition-rendering of vertexattributes
  • opengl-picking for fast detection of elements that hits a point at screen
  • renderToTextures (framebuffer)
  • easy to interpolate element attributes over time (linear) e.g. for particleanimation

Scenegraph and Namespace

scenegraph

PeoteView

  • main screenarea that contains all Displays
  • zoom- and scrollable

Display

  • rectangle area inside the View (using gl-scissoring for masking)
  • contains Programs to render
  • zoom- and scrollable
  • content can be rendered into a texture

Element

  • rectangle graphics like Sprites
  • can have position, size and many other kind of attributes to render inside displayarea
  • different types of Element-classes with rquivalent shadertemplate is macro-generated by meta-data
  • only properties/shaderattribures that is need will be generated (to have optimized types of Elements for any purpose)

Buffer<Element>

  • depends on type of generated Element
  • stores many Element-instances to build up an equivalent gl-vertexbuffer
  • can be dynamically grow/shrink
  • using fast opengl instance-drawing for all contained Elements
  • can be bind to one or many Programs

Program

  • combines Textures and shadercode for one Buffer
  • can use formulas for fragmentshader to compose Texturedata
  • can use formulas to change other attributes inside shader
  • can inject GLSL-code directly into shader

Texture

  • represents the opengl-texture what is used by the shader program
  • supports multiple amount of colorchannels (by TextureFormat) and can be filled by TextureData
  • can be splitted into Slots to store many texture data at once
  • can calculates best size for gl-texture (also into power-of-two size)
  • slots can be parted into tiles for textureatlases
  • supports mipmapping and min/mag filtering

TextureData

  • stores imagedata into different TextureFormats
  • automatically converts lime image or some other libs data
  • can be used to set or get pixel colors
  • converts from and to different textureformats (e.g. RGBA into RGB etc)

TextureCache

  • handle multiple textures, imageloading and texture reusage

Todo

  • better documentation (more readmes for each part)
  • multiwindows (did not work with textures yet)

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