simvx.graphics.draw2d

Immediate-mode 2D drawing API for Vulkan backend.

Matches the SDL3 Renderer2D interface so 2D games work on both backends. Collects per-frame geometry into CPU buffers; Draw2DPass uploads and renders.

Module Contents

Classes

Draw2D

Vulkan-backed 2D drawing API matching SDL3 Renderer2D interface.

Data

API

simvx.graphics.draw2d.__all__

[‘Draw2D’, ‘UI_VERTEX_DTYPE’]

simvx.graphics.draw2d.log

‘getLogger(…)’

simvx.graphics.draw2d.UI_VERTEX_DTYPE

‘dtype(…)’

class simvx.graphics.draw2d.Draw2D

Vulkan-backed 2D drawing API matching SDL3 Renderer2D interface.

classmethod push_transform(a, b, c, d, tx, ty)

Push a 2D affine transform, composing with current.

classmethod pop_transform()

Pop the last transform, restoring the previous one.

classmethod push_identity()

Push current transform and reset to identity (for screen-space drawing).

classmethod set_font(path: str | None = None, size: int = 64) None

Load an MSDF font atlas via the shared TextRenderer.

classmethod set_color(r=255, g=255, b=255, a=255)
classmethod fill_rect(pos, size_or_y=None, w=None, h=None)
classmethod draw_rect(pos, size_or_y=None, w=None, h=None)
classmethod draw_line(a, b_or_y=None, x2=None, y2=None)
classmethod draw_lines(points, closed=True, color=None)
classmethod draw_circle(center, radius_or_y=None, radius=None, segments=24)
classmethod draw_text(text, pos, scale=1, color=None)
classmethod text_width(text, scale=1)
classmethod clear(r=0, g=0, b=0)
classmethod present()
classmethod push_clip(x: int, y: int, w: int, h: int)

Push a scissor clip rect. Content outside is not drawn.

Nested clips are intersected with the current clip.

classmethod pop_clip()

Pop the last clip rect, restoring the previous one.

classmethod new_layer()

Force a batch break so subsequent draws render on top of all prior geometry.

classmethod fill_triangle(x1, y1, x2, y2, x3, y3)

Emit a single filled triangle.

classmethod fill_quad(x1, y1, x2, y2, x3, y3, x4, y4)

Emit a filled quad from four arbitrary corners (two triangles).

classmethod draw_thick_line(x1, y1, x2, y2, width=2.0)

Draw a thick line as a filled quad using perpendicular offsets.

classmethod fill_circle(cx, cy, radius, segments=24)

Emit a filled circle as a triangle fan (indexed triangles).

classmethod draw_thick_line_colored(x1, y1, x2, y2, width, color)

Set color (float 0-1 tuple) and draw_thick_line in one call.

classmethod draw_filled_circle(cx, cy, radius, color, segments=24)

Set color and fill_circle in one call.

classmethod draw_filled_triangle(x1, y1, x2, y2, x3, y3, color)

Set color and fill_triangle in one call.

classmethod draw_filled_quad(x1, y1, x2, y2, x3, y3, x4, y4, color)

Set color and fill_quad in one call.

classmethod draw_filled_rect(x, y, w, h, color)

Set color (float 0-1 tuple) and fill_rect in one call.

classmethod draw_rect_colored(x, y, w, h, color)

Set color (float 0-1 tuple) and draw_rect in one call.

classmethod draw_line_colored(x1, y1, x2, y2, color)

Set color (float 0-1 tuple) and draw_line in one call.

classmethod draw_text_colored(text, x, y, scale=1, color=None)

Draw text with color (float 0-1 tuple) in one call.

classmethod draw_texture(texture_id: int, x: float, y: float, w: float, h: float, color: tuple[float, ...] | None = None, rotation: float = 0.0)

Draw a textured quad at (x, y) with size (w, h).

Args: texture_id: Bindless texture index from TextureManager. x, y: Top-left position in screen pixels. w, h: Width and height in screen pixels. color: Optional RGBA tint (0.0-1.0 floats). Default white. rotation: Rotation in radians around the quad center.

classmethod draw_texture_region(texture_id: int, x: float, y: float, w: float, h: float, u0: float = 0.0, v0: float = 0.0, u1: float = 1.0, v1: float = 1.0, color: tuple[float, ...] | None = None, rotation: float = 0.0)

Draw a sub-rectangle of a texture as a quad.

Args: texture_id: Bindless texture index. x, y: Top-left position in screen pixels. w, h: Width and height in screen pixels. u0, v0, u1, v1: UV coordinates for the source region (0-1). color: Optional RGBA tint (0.0-1.0 floats). Default white. rotation: Rotation in radians around the quad center.