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Constants ¶
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Variables ¶
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var INDICES = [...]uint16{
0, 1, 2,
2, 1, 3,
}
Functions ¶
This section is empty.
Types ¶
type Polygon ¶
type Polygon struct { context.RenderContext *transforms.Transform // contains filtered or unexported fields }
func NewPolygon ¶
func NewPolygon(ctx context.RenderContext, vertices []primitives.Vertex) *Polygon
func (*Polygon) IsDisposed ¶
func (*Polygon) RenderPass ¶
func (p *Polygon) RenderPass(encoder *wgpu.RenderPassEncoder)
type PrimitiveBuffer ¶
type PrimitiveBuffer struct { context.RenderContext // contains filtered or unexported fields }
func NewPrimitiveBuffer ¶
func NewPrimitiveBuffer(ctx context.RenderContext, vertices []gui.Vertex, layout graphics.VertexBufferLayout) *PrimitiveBuffer
func (*PrimitiveBuffer) Dispose ¶
func (p *PrimitiveBuffer) Dispose()
func (*PrimitiveBuffer) IsDisposed ¶
func (p *PrimitiveBuffer) IsDisposed() bool
func (*PrimitiveBuffer) Render ¶
func (p *PrimitiveBuffer) Render()
func (*PrimitiveBuffer) RenderPass ¶
func (p *PrimitiveBuffer) RenderPass(encoder *wgpu.RenderPassEncoder)
func (*PrimitiveBuffer) UpdateVertexBuffer ¶
func (p *PrimitiveBuffer) UpdateVertexBuffer(vertices []gui.Vertex)
type Renderable ¶
type Renderable struct { context.RenderContext Shader *wgpu.ShaderModule VertexBuffer *wgpu.Buffer BindGroup *wgpu.BindGroup BindGroupLayout *wgpu.BindGroupLayout Pipeline *wgpu.RenderPipeline Uniforms map[string]Uniform // contains filtered or unexported fields }
Renderable structure, now with dynamic vertex handling
func NewRenderable ¶
func NewRenderable(ctx context.RenderContext, vertexData []byte, layout graphics.VertexBufferLayout, shaderHandle int, uniforms map[string]Uniform) *Renderable
func (*Renderable) Dispose ¶
func (r *Renderable) Dispose()
func (*Renderable) IsDisposed ¶
func (r *Renderable) IsDisposed() bool
func (*Renderable) Render ¶
func (r *Renderable) Render()
func (*Renderable) RenderPass ¶
func (r *Renderable) RenderPass(encoder *wgpu.RenderPassEncoder)
func (*Renderable) UpdateUniform ¶
func (r *Renderable) UpdateUniform(name string, data []byte)
func (*Renderable) UpdateUniforms ¶
func (r *Renderable) UpdateUniforms(dataMap map[string][]byte)
type Texture ¶
type Texture struct { context.RenderContext *wgpu.Texture *wgpu.TextureView *wgpu.BindGroup *wgpu.BindGroupLayout *wgpu.RenderPipeline *transforms.Transform // contains filtered or unexported fields }
func TextureFromImage ¶
func (*Texture) IsDisposed ¶
func (*Texture) RenderPass ¶
func (t *Texture) RenderPass(pass *wgpu.RenderPassEncoder)
func (*Texture) SetClipRect ¶
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