Versions in this module Expand all Collapse all v0 v0.1.0 Mar 14, 2019 Changes in this version + type Basic struct + func NewBasic() *Basic + type Blending int + const BlendingAdditive + const BlendingCustom + const BlendingMultiply + const BlendingNone + const BlendingNormal + const BlendingSubtractive + type IMaterial interface + Dispose func() + GetMaterial func() *Material + RenderSetup func(gs *gls.GLS) + type Material struct + ShaderDefines gls.ShaderDefines + func NewMaterial() *Material + func (mat *Material) AddTexture(tex *texture.Texture2D) + func (mat *Material) Dispose() + func (mat *Material) GetMaterial() *Material + func (mat *Material) HasTexture(tex *texture.Texture2D) bool + func (mat *Material) Incref() *Material + func (mat *Material) Init() *Material + func (mat *Material) RemoveTexture(tex *texture.Texture2D) + func (mat *Material) RenderSetup(gs *gls.GLS) + func (mat *Material) SetBlending(blending Blending) + func (mat *Material) SetDepthMask(state bool) + func (mat *Material) SetDepthTest(state bool) + func (mat *Material) SetLineWidth(width float32) + func (mat *Material) SetPolygonOffset(factor, units float32) + func (mat *Material) SetShader(sname string) + func (mat *Material) SetShaderUnique(unique bool) + func (mat *Material) SetSide(side Side) + func (mat *Material) SetTransparent(state bool) + func (mat *Material) SetUseLights(lights UseLights) + func (mat *Material) SetWireframe(state bool) + func (mat *Material) Shader() string + func (mat *Material) ShaderUnique() bool + func (mat *Material) Side() Side + func (mat *Material) TextureCount() int + func (mat *Material) Transparent() bool + func (mat *Material) UseLights() UseLights + func (mat *Material) Wireframe() bool + type Phong struct + func NewPhong(color *math32.Color) *Phong + type Physical struct + func NewPhysical() *Physical + func (m *Physical) RenderSetup(gl *gls.GLS) + func (m *Physical) SetBaseColorFactor(c *math32.Color4) *Physical + func (m *Physical) SetBaseColorMap(tex *texture.Texture2D) *Physical + func (m *Physical) SetEmissiveFactor(c *math32.Color) *Physical + func (m *Physical) SetEmissiveMap(tex *texture.Texture2D) *Physical + func (m *Physical) SetMetallicFactor(v float32) *Physical + func (m *Physical) SetMetallicRoughnessMap(tex *texture.Texture2D) *Physical + func (m *Physical) SetNormalMap(tex *texture.Texture2D) *Physical + func (m *Physical) SetOcclusionMap(tex *texture.Texture2D) *Physical + func (m *Physical) SetRoughnessFactor(v float32) *Physical + type Point struct + func NewPoint(color *math32.Color) *Point + func (pm *Point) SetEmissiveColor(color *math32.Color) + func (pm *Point) SetRotationZ(rot float32) + func (pm *Point) SetSize(size float32) + type Side int + const SideBack + const SideDouble + const SideFront + type Standard struct + func NewStandard(color *math32.Color) *Standard + func (ms *Standard) AmbientColor() math32.Color + func (ms *Standard) EmissiveColor() math32.Color + func (ms *Standard) Init(shader string, color *math32.Color) + func (ms *Standard) RenderSetup(gs *gls.GLS) + func (ms *Standard) SetAmbientColor(color *math32.Color) + func (ms *Standard) SetColor(color *math32.Color) + func (ms *Standard) SetEmissiveColor(color *math32.Color) + func (ms *Standard) SetOpacity(opacity float32) + func (ms *Standard) SetShininess(shininess float32) + func (ms *Standard) SetSpecularColor(color *math32.Color) + type UseLights int + const UseLightAll + const UseLightAmbient + const UseLightDirectional + const UseLightNone + const UseLightPoint + const UseLightSpot