Blaze Namespace Reference

Classes

interface  AtlasEntity
 Any object that can be written to an atlas. More...
 
class  AtlasLocation
 Represents the location of an image on an atlas. More...
 
class  AtlasStack
 A stack of atlases. All graphics from all your UI's are grouped together into one of two stacks like this. More...
 
class  TextureAtlas
 Represents a texture atlas which is dynamically added to and modified. Must be used with an AtlasStack. It internally tracks which textures it has to prevent frequent rebuilds. By using a texture atlas like this, many drawcalls can be compressed to one. It also supports dynamic textures. These write directly to the atlas pixels. More...
 
class  UVBlock
 Represents a block of four UV coordinates. Commonly shared globally. More...
 
class  CurveSampler
 A curve sampler. Steps along a curve (along x, reading y) at regular values. X ranges from 0-1. More...
 
class  MappedShapeSampler
 Receives mapped points whilst sampling a shape. More...
 
class  RasterVectorPath
 A path that only consists of straight lines and moveTo nodes. More...
 
class  VectorPath
 
class  StraightLinePoint
 A node which immediately follows a straight line. More...
 
class  VectorPoint
 A node which immediately follows an arc line. This handles the rendering of the arc itself. More...
 
class  BlockBuffer
 A single buffer which holds a fixed number of blocks. Used whilst building a mesh. More...
 
class  MeshDataBufferPool
 Holds a global set of Vector3[] int[] etc arrays. They're always a constant length. More...
 
class  DistanceSpread
 Blaze has a unique way of rendering distance fields - the things used to display text. Because of how it works, it has an interesting side effect - you can vary the distance spread at a vertex level. This can be used for some awesome glow effects or even for some complex terrain heightmap generation. More...
 
class  DrawingTexture
 
class  MeshBuffer
 A pool of mesh buffers are used during GPU shape draws. They store generated meshes and display them to a TextureCamera. More...
 
class  MoveFromPoint
 
class  MeshBufferExtruded
 This generates an extruded path. More...
 
class  TextureCamera
 When Blaze is drawing graphics, it may spawn a camera to draw the image in 3D space. This in short means Blaze can use fully GPU accelerated drawing. More...
 
class  TextureCameras
 
class  Gradient2D
 Used to create and represent 2D gradients. More...
 
class  Gradient3D
 Used to create and represent 3D gradients. More...
 
class  RenderedGradient
 
class  RenderedGradient32
 
struct  DistanceCachePoint
 A glyph vector is broken down into a series of points on its outline. These points are added to a grid - the distance cache - and used for fast distance testing during SDF rendering. More...
 
class  DistanceCacheSquare
 Each glyph is first broken down into nodes around it's edge (about 50 on average). These nodes are then added into a block of cells in a grid, aka distance cache squares, which they are "in range" of. Each output pixel then checks which of the nodes in the cell it's in is the nearest, and then bases its final colour from that. More...
 
class  Scanner
 Performs rasterisation scanning of glyphs/ vectors. More...
 
class  ScannerPixel
 Scanner pixels are used during the live raster process. These objects store information about intersects temporarily and are globally cached. More...
 
class  ScannerScanLine
 Represents a scan line across a glyph. Used during the raster process. Note that some lines may be empty. More...
 
class  SubRaster
 Represents a scanned vector. Essentially one of these is a midway point between the raw vector outline and a bitmap. It has the bonus of being extremely compact in memory yet extremely fast to produce the full bitmap from. More...
 
struct  SubScanPixel
 Represents a pixel in a scan line. We scan the vector for each row of pixels. Whenever our scanner intersects with the vector, we generate one of these pixels. So the overall count of these for a semi-rastered vector is tiny. More...
 
class  CurveLinePoint
 A node which immediately follows a bezier curve. More...
 
class  QuadLinePoint
 A node which immediately follows a quadratic curve. More...
 
class  TriangulationVertex
 An intermediate vertex which is used for rapid triangulation. More...
 
class  Triangulator
 
class  ArcLinePoint
 A node which immediately follows an arc. More...
 
class  EllipseLinePoint
 A node which immediately follows an ellipse. More...
 
class  MoveToPoint
 
class  PathSegment
 A segment of a path. Sometimes paths contain multiple distinctive sub-paths; these segments are used to represent those. (Blaze calls them contours). More...
 
interface  PointReceiver
 A point receiver is used when "walking" around a vector. Essentially it gets used while stepping around the edge of a vector and this receives the points sampled from the vector. More...
 
interface  PointReceiverStepped
 A point receiver is used when "walking" around a vector. Essentially it gets used while stepping around the edge of a vector and this receives the points sampled from the vector. The difference here is that it also receives a position value. More...
 
class  VectorLine
 
class  VectorTransform
 Used to transform one vector and, in the case of InfiniText, combine it with another. More...
 

Enumerations

Describes how images should be packed to atlases.

Enumerator
SmallestSpace 
Columns 

Delegates

delegate float Blaze.OnGetDistance ( float  x,
float  y,
int  vertexIndex,
int  totalVertices 
)

The delegate used.

delegate void Blaze.OnTriangulatorRange ( )

Delegate used when the triangulator wants to add a triangle but it's out of range. This can be used to allocate another triangle buffer etc.