- Version: 0.03 Beta (see ChangeLog)
- Getting Started with LLGL (PDF) with Introduction, Hello Triangle Tutorial, and Extensibility Example with GLFW
- LLGL Reference Manual (PDF)
- LLGL Coding Conventions (PDF)
- Examples and Tutorials for C++
- Examples for C#
Language Binding | Progress | Remarks |
---|---|---|
C# | 30% | Experimental state |
Visual Studio 2015 or later is required to build LLGL on Windows.
Xcode 9 or later is required to build LLGL on macOS.
The following development libraries are required to build LLGL on GNU/Linux:
- X11:
libx11-dev
- xf86vidmode:
libxxf86vm-dev
- Xrandr:
libxrandr-dev
// Unified Interface:
CommandBuffer::DrawIndexed(std::uint32_t numIndices, std::uint32_t firstIndex);
// OpenGL Implementation:
void GLCommandBuffer::DrawIndexed(std::uint32_t numIndices, std::uint32_t firstIndex) {
const GLintptr indices = (renderState_.indexBufferOffset + firstIndex * renderState_.indexBufferStride);
glDrawElements(
renderState_.drawMode,
static_cast<GLsizei>(numIndices),
renderState_.indexBufferDataType,
reinterpret_cast<const GLvoid*>(indices)
);
}
// Direct3D 11 Implementation
void D3D11CommandBuffer::DrawIndexed(std::uint32_t numIndices, std::uint32_t firstIndex) {
context_->DrawIndexed(numIndices, firstIndex, 0);
}
// Direct3D 12 Implementation
void D3D12CommandBuffer::DrawIndexed(std::uint32_t numIndices, std::uint32_t firstIndex) {
commandList_->DrawIndexedInstanced(numIndices, 1, firstIndex, 0, 0);
}
// Vulkan Implementation
void VKCommandBuffer::DrawIndexed(std::uint32_t numIndices, std::uint32_t firstIndex) {
vkCmdDrawIndexed(commandBuffer_, numIndices, 1, firstIndex, 0, 0);
}
// Metal implementation
void MTCommandBuffer::DrawIndexed(std::uint32_t numIndices, std::uint32_t firstIndex) {
if (numPatchControlPoints_ > 0) {
[renderEncoder_
drawIndexedPatches: numPatchControlPoints_
patchStart: static_cast<NSUInteger>(firstIndex) / numPatchControlPoints_
patchCount: static_cast<NSUInteger>(numIndices) / numPatchControlPoints_
patchIndexBuffer: nil
patchIndexBufferOffset: 0
controlPointIndexBuffer: indexBuffer_
controlPointIndexBufferOffset: indexTypeSize_ * (static_cast<NSUInteger>(firstIndex))
instanceCount: 1
baseInstance: 0
];
} else {
[renderEncoder_
drawIndexedPrimitives: primitiveType_
indexCount: static_cast<NSUInteger>(numIndices)
indexType: indexType_
indexBuffer: indexBuffer_
indexBufferOffset: indexTypeSize_ * static_cast<NSUInteger>(firstIndex)
];
}
}