Documentation ¶
Index ¶
- func Apply32bppSprite(img *image.RGBA, bounds image.Rectangle, loc image.Point, info ShaderOutput, ...)
- func ApplyIndexedSprite(img *image.Paletted, bounds image.Rectangle, loc image.Point, ...)
- func ApplyUniformSprite(img *image.RGBA, bounds image.Rectangle, loc image.Point)
- func AveragedNormal(smp raycaster.RenderSample) colour.RGB
- func Colour(smp raycaster.RenderSample, d *manifest.Definition, resolveSpecialColours bool, ...) colour.RGB
- func Depth(smp raycaster.RenderSample) colour.RGB
- func Detail(smp raycaster.RenderSample) colour.RGB
- func FloatValue(value float64) colour.RGB
- func GetAveragedNormal(s *ShaderInfo) colour.RGB
- func GetColour(s *ShaderInfo) colour.RGB
- func GetDepth(s *ShaderInfo) colour.RGB
- func GetDetail(s *ShaderInfo) colour.RGB
- func GetIndex(s *ShaderInfo) byte
- func GetLighting(s *ShaderInfo) colour.RGB
- func GetMaskIndex(s *ShaderInfo) byte
- func GetNormal(s *ShaderInfo) colour.RGB
- func GetOcclusion(s *ShaderInfo) colour.RGB
- func GetRegion(s *ShaderInfo) colour.RGB
- func GetShadowing(s *ShaderInfo) colour.RGB
- func GetTransparency(s *ShaderInfo) colour.RGB
- func Lighting(smp raycaster.RenderSample) colour.RGB
- func Normal(smp raycaster.RenderSample) colour.RGB
- func Occlusion(smp raycaster.RenderSample) colour.RGB
- func Shadow(smp raycaster.RenderSample) colour.RGB
- type RegionInfo
- type ShaderInfo
- type ShaderOutput
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
func Apply32bppSprite ¶
func Apply32bppSprite(img *image.RGBA, bounds image.Rectangle, loc image.Point, info ShaderOutput, getProperty func(*ShaderInfo) colour.RGB)
func ApplyIndexedSprite ¶
func ApplyIndexedSprite(img *image.Paletted, bounds image.Rectangle, loc image.Point, info ShaderOutput, getProperty func(*ShaderInfo) byte)
func ApplyUniformSprite ¶
func AveragedNormal ¶
func AveragedNormal(smp raycaster.RenderSample) colour.RGB
func Colour ¶
func Colour(smp raycaster.RenderSample, d *manifest.Definition, resolveSpecialColours bool, influence float64) colour.RGB
func FloatValue ¶
func GetAveragedNormal ¶
func GetAveragedNormal(s *ShaderInfo) colour.RGB
func GetColour ¶
func GetColour(s *ShaderInfo) colour.RGB
func GetDepth ¶
func GetDepth(s *ShaderInfo) colour.RGB
func GetDetail ¶
func GetDetail(s *ShaderInfo) colour.RGB
func GetIndex ¶
func GetIndex(s *ShaderInfo) byte
func GetLighting ¶
func GetLighting(s *ShaderInfo) colour.RGB
func GetMaskIndex ¶
func GetMaskIndex(s *ShaderInfo) byte
func GetNormal ¶
func GetNormal(s *ShaderInfo) colour.RGB
func GetOcclusion ¶
func GetOcclusion(s *ShaderInfo) colour.RGB
func GetRegion ¶
func GetRegion(s *ShaderInfo) colour.RGB
func GetShadowing ¶
func GetShadowing(s *ShaderInfo) colour.RGB
func GetTransparency ¶
func GetTransparency(s *ShaderInfo) colour.RGB
Types ¶
type RegionInfo ¶
type ShaderInfo ¶
type ShaderInfo struct { Colour colour.RGB SpecialColour colour.RGB Alpha float64 Specialness float64 Normal colour.RGB AveragedNormal colour.RGB Depth colour.RGB Occlusion colour.RGB Lighting colour.RGB Shadowing colour.RGB Detail colour.RGB Transparency colour.RGB Region int LightingCalcDone bool DitherChecked bool DitherDone bool MaxLighting float64 MinLighting float64 ModalIndex byte DitheredIndex byte IsMaskColour bool IsAnimated bool IsBottom bool IsLeft bool }
type ShaderOutput ¶
type ShaderOutput [][]ShaderInfo
func GetShaderOutput ¶
func GetShaderOutput(renderOutput raycaster.RenderOutput, spr manifest.Sprite, def *manifest.Definition, width int, height int) (output ShaderOutput)
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