Add some documentation and fix fixdocs.nim
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@ -55,16 +55,18 @@ for f in os.commandLineParams():
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var types: seq[string]
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var lines = readFile(f).split("\n")
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var menu_line = 0
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var last_menu_line = 0
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var types_line = ""
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for i,line in lines:
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# if "reference reference-toplevel" in line and line.endswith ">Types</a>":
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if line.startswith " title=\"TYPES = ":
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types_line = line
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menu_line = i - 1
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elif types_line != "":
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types_line &= line
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if "</a>" in types_line:
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types = types_line.split({'"','='})[3].split({'|',' '}).filterIt it != ""
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menu_line = i - 1
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last_menu_line = i
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break
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if types.len == 0:
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continue
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@ -76,7 +78,10 @@ for f in os.commandLineParams():
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assert menu_line != 0
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lines.delete menu_line
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# types_id is usually "TYPES" but for some reason it's "TYPES_2" sometimes,
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# so we'll extract the id from the href before we delete it
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let types_id = lines[menu_line].rsplit("#",1)[1].split("\"")[0]
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for i in menu_line .. last_menu_line:
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lines.delete menu_line
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for tname in types:
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@ -84,7 +89,7 @@ for f in os.commandLineParams():
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parts[5] = parts[5].strip_privates
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lines.insert(parts.join("\""), menu_line)
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var body_line = lines.find "<div id=\"TYPES\">"
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var body_line = lines.find &"<div id=\"{types_id}\">"
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while lines[body_line] != "</div>":
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lines.delete body_line
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lines.delete body_line
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@ -28,12 +28,23 @@ Objects
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Graphics modules
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----------------
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Anything that touches the graphics API (MeshData should be moved here)
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* `Render <graphics/render.html>`_
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* `Material <graphics/material.html>`_
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* `Texture <graphics/texture.html>`_
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* `Framebuffer <graphics/framebuffer.html>`_
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* `Ubo <graphics/ubo.html>`_
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GPU formats
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-----------
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Modules that handle mesh and texture formats and optimize them for the GPU while
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being completely agnostic to the graphics API.
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* `Texture decode <gpu_formats/texture_decode.html>`_
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* `Texture optimize <gpu_formats/texture_decode.html>`_
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Effect system
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-------------
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@ -60,6 +71,7 @@ Libraries
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---------
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* `ArrRef <_._/libs/arr_ref/arr_ref.html>`_
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* `SliceMem <_._/libs/arr_ref/slice_mem.html>`_
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* `Loadable <_._/libs/loadable/loadable.html>`_
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* `DdxKtx <_._/libs/ddx_ktx/ddx_ktx.html>`_
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* `Float16 <_._/libs/float16/float16.html>`_
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@ -1,3 +1,45 @@
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# The contents of this file are subject to the Common Public Attribution License
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# Version 1.0 (the “License”); you may not use this file except in compliance
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# with the License. You may obtain a copy of the License at
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# https://myou.dev/licenses/LICENSE-CPAL. The License is based on the Mozilla
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# Public License Version 1.1 but Sections 14 and 15 have been added to cover use
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# of software over a computer network and provide for limited attribution for
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# the Original Developer. In addition, Exhibit A has been modified to be
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# consistent with Exhibit B.
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#
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# Software distributed under the License is distributed on an “AS IS” basis,
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# WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for
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# the specific language governing rights and limitations under the License.
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#
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# The Original Code is Myou Engine.
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#
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# the Original Developer is the Initial Developer.
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#
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# The Initial Developer of the Original Code is the Myou Engine developers.
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# All portions of the code written by the Myou Engine developers are Copyright
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# (c) 2024. All Rights Reserved.
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#
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# Alternatively, the contents of this file may be used under the terms of the
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# GNU Affero General Public License version 3 (the [AGPL-3] License), in which
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# case the provisions of [AGPL-3] License are applicable instead of those above.
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#
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# If you wish to allow use of your version of this file only under the terms of
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# the [AGPL-3] License and not to allow others to use your version of this file
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# under the CPAL, indicate your decision by deleting the provisions above and
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# replace them with the notice and other provisions required by the [AGPL-3]
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# License. If you do not delete the provisions above, a recipient may use your
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# version of this file under either the CPAL or the [AGPL-3] License.
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## This module takes textures decoded from JPEG, PNG, etc. and encodes them in
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## compressed GPU formats like BCn and ASTC. In order to use it:
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##
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## * Configure `Engine.CacheSettings`
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## * Add one or both of these defines: `myouUseBC7Encoder`, `myouUseAstcEncoder`
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##
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## The resulting cache can be used in builds without encoders.
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import ../types
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import ./texture_decode
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@ -22,6 +64,10 @@ when defined(myouUseAstcEncoder):
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import astc
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when defined(myouUseBC7Encoder) or defined(myouUseAstcEncoder):
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import zstd/compress
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when defined(nimdoc):
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type TYPES* = CacheSettings | EncodingSpeed | RgbBcFmt | BlockSize
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when defined(android) or defined(ios) or defined(emscripten):
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template has_bptc_support: bool = gl.GLAD_GL_EXT_texture_compression_bptc
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else:
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