Documentation
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Index ¶
- Constants
- type DirectionalLight
- func (light *DirectionalLight) Draw(shader Shader.IShaderProgram, invoker Scene.IDrawable, scene Scene.IScene, ...) error
- func (light *DirectionalLight) GetBufferData() interface{}
- func (light *DirectionalLight) UnmarshalYAML(value *yaml.Node) error
- func (light *DirectionalLight) Update(direction GeometryMath.Vector3)
- func (light *DirectionalLight) UpdateCamera(scene Scene.IScene, camera Camera.ICamera)
- type PointLight
- func (light *PointLight) Draw(shader Shader.IShaderProgram, invoker Scene.IDrawable, scene Scene.IScene, ...) error
- func (light *PointLight) GetBufferData() interface{}
- func (light *PointLight) UnmarshalYAML(value *yaml.Node) error
- func (light *PointLight) Update(position GeometryMath.Vector3)
- func (light *PointLight) UpdateCamera(scene Scene.IScene, camera Camera.ICamera)
- type SpotLight
- func (light *SpotLight) Draw(shader Shader.IShaderProgram, invoker Scene.IDrawable, scene Scene.IScene, ...) error
- func (light *SpotLight) GetBufferData() interface{}
- func (light *SpotLight) UnmarshalYAML(value *yaml.Node) error
- func (light *SpotLight) Update(position GeometryMath.Vector3, front GeometryMath.Vector3, ...)
- func (light *SpotLight) UpdateCamera(scene Scene.IScene, camera Camera.ICamera)
- type UniformBufferArray
Constants ¶
View Source
const ( DirectionalLight_ubo_binding = 1 DirectionalLight_fbo_type = "shadowMap_directionalLight" )
View Source
const ( PointLight_ubo_binding = 2 PointLight_fbo_type = "shadowMap_pointLight" )
View Source
const ( SpotLight_ubo_binding = 3 SpotLight_fbo_type = "shadowMap_spotLight" )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type DirectionalLight ¶
type DirectionalLight struct { DirectionalLight struct { Direction GeometryMath.Vector3 `yaml:"direction,flow"` Ambient GeometryMath.Vector3 `yaml:"ambient,flow"` Diffuse GeometryMath.Vector3 `yaml:"diffuse,flow"` Specular GeometryMath.Vector3 `yaml:"specular,flow"` } `yaml:"directionalLight"` ShadowMap ShadowMapping.ShadowMap `yaml:"shadowMap"` Buffer.DynamicBufferData }
func (*DirectionalLight) Draw ¶
func (light *DirectionalLight) Draw(shader Shader.IShaderProgram, invoker Scene.IDrawable, scene Scene.IScene, camera Camera.ICamera) error
func (*DirectionalLight) GetBufferData ¶
func (light *DirectionalLight) GetBufferData() interface{}
func (*DirectionalLight) UnmarshalYAML ¶
func (light *DirectionalLight) UnmarshalYAML(value *yaml.Node) error
func (*DirectionalLight) Update ¶
func (light *DirectionalLight) Update(direction GeometryMath.Vector3)
func (*DirectionalLight) UpdateCamera ¶
func (light *DirectionalLight) UpdateCamera(scene Scene.IScene, camera Camera.ICamera)
type PointLight ¶
type PointLight struct { PointLight struct { Position GeometryMath.Vector3 `yaml:"position,flow"` Linear float32 `yaml:"linear,flow"` Quadratic float32 `yaml:"quadratic,flow"` Ambient GeometryMath.Vector3 `yaml:"ambient,flow"` Diffuse GeometryMath.Vector3 `yaml:"diffuse,flow"` Specular GeometryMath.Vector3 `yaml:"specular,flow"` } `yaml:"pointLight"` ShadowMap ShadowMapping.ShadowMap `yaml:"shadowMap"` Buffer.DynamicBufferData }
func (*PointLight) Draw ¶
func (light *PointLight) Draw(shader Shader.IShaderProgram, invoker Scene.IDrawable, scene Scene.IScene, camera Camera.ICamera) error
func (*PointLight) GetBufferData ¶
func (light *PointLight) GetBufferData() interface{}
func (*PointLight) UnmarshalYAML ¶
func (light *PointLight) UnmarshalYAML(value *yaml.Node) error
func (*PointLight) Update ¶
func (light *PointLight) Update(position GeometryMath.Vector3)
func (*PointLight) UpdateCamera ¶
func (light *PointLight) UpdateCamera(scene Scene.IScene, camera Camera.ICamera)
type SpotLight ¶
type SpotLight struct { SpotLight struct { Position GeometryMath.Vector3 `yaml:"position,flow"` Linear float32 `yaml:"linear,flow"` Quadratic float32 `yaml:"quadratic,flow"` Ambient GeometryMath.Vector3 `yaml:"ambient,flow"` Diffuse GeometryMath.Vector3 `yaml:"diffuse,flow"` Specular GeometryMath.Vector3 `yaml:"specular,flow"` Direction GeometryMath.Vector3 `yaml:"direction,flow"` InnerCone float32 `yaml:"innerCone"` OuterCone float32 `yaml:"outerCone"` } `yaml:"spotLight"` ShadowMap ShadowMapping.ShadowMap `yaml:"shadowMap"` Buffer.DynamicBufferData }
func (*SpotLight) GetBufferData ¶
func (light *SpotLight) GetBufferData() interface{}
func (*SpotLight) UnmarshalYAML ¶
func (*SpotLight) Update ¶
func (light *SpotLight) Update(position GeometryMath.Vector3, front GeometryMath.Vector3, up GeometryMath.Vector3)
type UniformBufferArray ¶
type UniformBufferArray struct {
// contains filtered or unexported fields
}
var ( DirectionalLightArray UniformBufferArray DirectionalLightBuffer Buffer.UniformBuffer )
var ( PointLightBuffer Buffer.UniformBuffer PointLightArray UniformBufferArray )
var ( SpotLightBuffer Buffer.UniformBuffer SpotLightArray UniformBufferArray )
func (*UniformBufferArray) Add ¶
func (array *UniformBufferArray) Add(data Buffer.IDynamicBufferData) int
func (*UniformBufferArray) GetBufferData ¶
func (array *UniformBufferArray) GetBufferData() interface{}
func (*UniformBufferArray) IsSync ¶
func (array *UniformBufferArray) IsSync() bool
func (*UniformBufferArray) SetIsSync ¶
func (array *UniformBufferArray) SetIsSync(val bool)
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