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148 lines
4.3 KiB
HTML
148 lines
4.3 KiB
HTML
<meta charset="utf-8">
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**Sample API Doc**
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1.1 Release
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This is the markdeep generic "Company API" template. Replace
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`company-logo-512.png` with your organization's logo and adjust the
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`company-api.css` styling to match the desired colors.
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See `CA::OpenHandle()` for an example of an auto-generated API link.
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The rest of the information on this page is bogus placeholder to show the formatting.
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API Modules
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====================================================================================
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The CA library is a layer on top of the resource manager and parsing libraries that
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provides utilities for streaming processing and client-side process construction.
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Modules
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----------------------------------------------------------------------------------------
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The CA library contains the APIs for applications to allocate and exchange resources.
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!!! Attention Attention
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Always read all of the documentation.
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[CA APIs](#CA)
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: List of APIs to manage external processes.
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CA Buffer List APIs
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: Methods to process buffer resources separate from computation.
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CA Data Structures
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: Specifies the data structures used for complex cases.
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## Handles
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`CA::OpenHandle(const std::string&)`
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: Open a reference handle.
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`CA::ReadMetaData(const Handle&)`
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: Metadata about the event.
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`CA::CloseHandle(const Handle&)`
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: Free all handle resources, recursively.
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CA
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====================================================================================
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!!! Warning Warning
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The API content represents the set of APIs you can use directly. Some APIs
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are not documented and we advise you do not use them directly. Using undocumented
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APIs can lead to incompatibility when upgrading to later releases.
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These examples assume that your directory structure is:
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**********************************************************
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*
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* 📂 ca1
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* |
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* +-- 📄 bar.txt
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* |
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* +-- 📂 foo
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* | |
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* | ⋮
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* |
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* +-- 📂 xsource
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* | |
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* | +-- 📂 data
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* | | |
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* | | +-- 📄 manifest.json
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* | | |
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* | ⋮ ⋮
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* |
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* ⋮
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**********************************************************
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[Directory structure.]
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Table
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------------------------------------------------------------------
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Screen | Factor | Used | Efficiency
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----------:|------------:|----------:|---------:
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1366x768 | 3x | 1152x672 | 74%
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1440x900 | 3x | 1152x672 | 60%
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*1600x900* | *4x* | 1536x896 | *96%*
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1680x1050 | 4x | 1536x896 | 78%
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1920x1080 | 4x | 1536x896 | 66%
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*1920x1200*| *5x* | 1920x1120 | *93%*
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[A Table]
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More Info
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------------------------------------------------------------------
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******************************************************************
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* ^ y
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* |
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* .---------. .----|----.
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* | | | | |
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* | *-------> x | *--------> x
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* | | | | |
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* '----|----' '---------'
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* |
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* v y
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******************************************************************
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[Figure 1: Coordinate Example]
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-----
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GLSL
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vec3 sphNormal(in vec3 pos, in vec4 sph) {
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return normalize(pos-sph.xyz);
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}
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vec3 camera(vec2 U, vec2 r, vec3 ro, vec3 la, float fl) {
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vec2 uv = (U - r*.5)/r.y;
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vec3 fwd = normalize(la-ro),
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rgt = normalize(vec3(fwd.z, 0., -fwd.x));
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return normalize(fwd + fl*uv.x*rgt + fl*uv.y*cross(fwd, rgt));
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}
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float vMap(vec3 p) {
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float hit = 0.0;
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vec2 h2 = hash22(floor(p.xz*0.25));
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if (p.z > 0.0) {
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if (p.y < -10.0 && h2.x > 0.5) hit=1.0;
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if (p.y > 10.0 && h2.y > 0.5) hit=1.0;
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}
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return hit;
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}
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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[Code listing]
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