cosmonaut
a531fb8593
Removes `Refresh_RenderPass` and `Refresh_Framebuffer` objects. `Refresh_BeginRenderPass` now takes a set of `Refresh_ColorAttachmentInfo` structs and an optional `Refresh_DepthStencilAttachmentInfo` struct that describe the render pass. The render pass and framebuffer objects are now managed by the implementation instead of the application. Accordingly, `Refresh_GraphicsPipelineCreateInfo` now takes a `Refresh_GraphicsPipelineAttachmentInfo` struct that describes render passes that may be used with the pipeline. It is an error to bind a pipeline during an incompatible render pass. Reviewed-on: MoonsideGames/Refresh#14 Co-authored-by: cosmonaut <evan@moonside.games> Co-committed-by: cosmonaut <evan@moonside.games> |
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Vulkan-Headers@1d99b835ec | ||
include | ||
src | ||
visualc | ||
.drone.yml | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
LICENSE | ||
README.md |
README.md
This is Refresh, an XNA-inspired 3D graphics library with modern capabilities.
License
Refresh is licensed under the zlib license. See LICENSE for details.
About Refresh
Refresh is directly inspired by FNA3D and intended to be a replacement for XNA's Graphics namespace. XNA 4.0 is a powerful API, but its shader system is outdated and certain restrictions are awkward to handle in a modern context. In the way that XNA was "one step above" DX9, Refresh intends to be "one step above" Vulkan. It should map nicely to modern graphics APIs. Refresh will initially have a Vulkan runtime implementation. Support for other APIs like DX12 may come later. For shaders, we consume SPIR-V bytecode.
Dependencies
Refresh depends on SDL2 for portability. Refresh never explicitly uses the C runtime.
Building Refresh
For *nix platforms, use CMake:
$ mkdir build/
$ cd build/
$ cmake ../
$ make
For Windows, use the Refresh.sln in the "visualc" folder.
Want to contribute?
Issues can be reported and patches contributed via Github: