Documentation
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Index ¶
- type BlinnPhongMaterial
- func (m *BlinnPhongMaterial) AmbientOcclusion() bool
- func (m *BlinnPhongMaterial) FragmentShader(col color.RGBA, x, n, fN, c math.Vector, ls []light.Source, ...) color.RGBA
- func (m *BlinnPhongMaterial) ReceiveShadow() bool
- func (m *BlinnPhongMaterial) Texture() *image.Texture
- func (m *BlinnPhongMaterial) VertexShader(v primitive.Vertex, uniforms map[string]interface{}) primitive.Vertex
- type BlinnPhongMaterialOption
- func WithBlinnPhongAmbientOcclusion(enable bool) BlinnPhongMaterialOption
- func WithBlinnPhongFactors(Kdiff, Kspec float64) BlinnPhongMaterialOption
- func WithBlinnPhongFlatShading(enable bool) BlinnPhongMaterialOption
- func WithBlinnPhongShadow(enable bool) BlinnPhongMaterialOption
- func WithBlinnPhongShininess(p float64) BlinnPhongMaterialOption
- func WithBlinnPhongTexture(tex *image.Texture) BlinnPhongMaterialOption
- type Material
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type BlinnPhongMaterial ¶
type BlinnPhongMaterial struct {
// contains filtered or unexported fields
}
func (*BlinnPhongMaterial) AmbientOcclusion ¶
func (m *BlinnPhongMaterial) AmbientOcclusion() bool
func (*BlinnPhongMaterial) FragmentShader ¶
func (*BlinnPhongMaterial) ReceiveShadow ¶
func (m *BlinnPhongMaterial) ReceiveShadow() bool
func (*BlinnPhongMaterial) Texture ¶
func (m *BlinnPhongMaterial) Texture() *image.Texture
func (*BlinnPhongMaterial) VertexShader ¶
type BlinnPhongMaterialOption ¶
type BlinnPhongMaterialOption func(m *BlinnPhongMaterial)
func WithBlinnPhongAmbientOcclusion ¶
func WithBlinnPhongAmbientOcclusion(enable bool) BlinnPhongMaterialOption
func WithBlinnPhongFactors ¶
func WithBlinnPhongFactors(Kdiff, Kspec float64) BlinnPhongMaterialOption
func WithBlinnPhongFlatShading ¶
func WithBlinnPhongFlatShading(enable bool) BlinnPhongMaterialOption
func WithBlinnPhongShadow ¶
func WithBlinnPhongShadow(enable bool) BlinnPhongMaterialOption
func WithBlinnPhongShininess ¶
func WithBlinnPhongShininess(p float64) BlinnPhongMaterialOption
func WithBlinnPhongTexture ¶
func WithBlinnPhongTexture(tex *image.Texture) BlinnPhongMaterialOption
type Material ¶
type Material interface { ReceiveShadow() bool AmbientOcclusion() bool Texture() *image.Texture VertexShader( v primitive.Vertex, uniforms map[string]interface{}, ) primitive.Vertex FragmentShader(col color.RGBA, x, n, fn, camera math.Vector, ls []light.Source, es []light.Environment) color.RGBA }
Material is an interface that represents a mesh material
func NewBlinnPhong ¶
func NewBlinnPhong(opts ...BlinnPhongMaterialOption) Material
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