Documentation ¶
Index ¶
- type RenderQueue
- func (rq *RenderQueue) AddCircle(cx, cy int, radius float32, c color.Color, segments int) graphics.Shape
- func (rq *RenderQueue) AddDynamicRenderable(vertexData []byte, layout graphics.VertexBufferLayout, shaderHandle int, ...) graphics.ShaderRenderable
- func (rq *RenderQueue) AddLine(x1, y1, x2, y2 int, width float32, c color.Color) graphics.Shape
- func (rq *RenderQueue) AddPolygon(cx, cy int, width float32, c color.Color, sides int) graphics.Shape
- func (rq *RenderQueue) AddPolygonFromVertices(cx, cy int, width float32, vertices []graphics.Vertex) graphics.Shape
- func (rq *RenderQueue) AddRectangle(x, y, width, height int, c color.Color) graphics.Shape
- func (rq *RenderQueue) AddToRenderQueue(r graphics.Renderable)
- func (rq *RenderQueue) AddTriangle(x1, y1, x2, y2, x3, y3 int, c color.Color) graphics.Shape
- func (rq *RenderQueue) CreateTextureFromImage(img image.Image) (graphics.Texture, error)
- func (rq *RenderQueue) DisposeTexture(h uintptr)
- func (rq *RenderQueue) DrawPrimitiveBuffer(vertices []gui.Vertex)
- func (rq *RenderQueue) PrepareFrame()
- func (rq *RenderQueue) RenderClear()
- func (rq *RenderQueue) RenderFrame(pass *wgpu.RenderPassEncoder)
- func (rq *RenderQueue) SetPriority(priority int)
- func (rq *RenderQueue) SetShouldClear(shouldClear bool)
- func (rq *RenderQueue) UpdateTextureFromImage(texture graphics.Texture, img image.Image)
- type RenderTarget
- type Renderer
- func (r *Renderer) AddRenderQueue(rq *RenderQueue)
- func (r *Renderer) Clear(c color.Color)
- func (r *Renderer) CreateRenderQueue() graphics.RenderQueue
- func (r *Renderer) Destroy()
- func (r *Renderer) RecreateSwapChain()
- func (r *Renderer) Render()
- func (r *Renderer) Resize(width int, height int)
- func (r *Renderer) SetScreenSize(width int, height int)
- func (r *Renderer) SortRenderQueues()
- func (r *Renderer) SurfaceIsOutdated() bool
- type Surface
- type Texture
- func (t *Texture) Clip(minX, minY, maxX, maxY float32)
- func (t *Texture) Dispose()
- func (t *Texture) FlipHorizontal()
- func (t *Texture) FlipVertical()
- func (t *Texture) GetSurfaceDescriptor() *wgpu.SurfaceDescriptor
- func (t *Texture) Handle() uintptr
- func (t *Texture) Hide()
- func (t *Texture) IsDisposed() bool
- func (t *Texture) Move(x, y float32)
- func (t *Texture) Render()
- func (t *Texture) RenderPass(pass *wgpu.RenderPassEncoder)
- func (t *Texture) RenderToQueue(rq graphics.RenderQueue)
- func (t *Texture) Resize(width, height float32)
- func (t *Texture) Rotate(a, pivotX, pivotY float32)
- func (t *Texture) Scale(x, y float32)
- func (t *Texture) SetFlipHorizontal(shouldFlip bool)
- func (t *Texture) SetFlipVertical(shouldFlip bool)
- func (t *Texture) SetHandle(h textureHandle)
- func (t *Texture) SetShouldBeRendered(shouldRender bool)
- func (t *Texture) UpdateImage(img image.Image) error
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type RenderQueue ¶
type RenderQueue struct { *wgpu.Device *wgpu.SwapChainDescriptor context.RenderContext *shader.ShaderManager *pipelines.PrimitiveBuffer Textures map[textureHandle]*Texture Priority int // contains filtered or unexported fields }
func NewRenderQueue ¶
func NewRenderQueue(surface context.Surface, d *wgpu.Device, scd *wgpu.SwapChainDescriptor) *RenderQueue
func (*RenderQueue) AddCircle ¶
func (rq *RenderQueue) AddCircle(cx, cy int, radius float32, c color.Color, segments int) graphics.Shape
AddCircle creates a new Circle renderable and adds it to the RenderQueue. It returns a reference to the created Circle.
func (*RenderQueue) AddDynamicRenderable ¶
func (rq *RenderQueue) AddDynamicRenderable(vertexData []byte, layout graphics.VertexBufferLayout, shaderHandle int, uniforms map[string]graphics.Uniform, dataMap map[string][]byte) graphics.ShaderRenderable
func (*RenderQueue) AddLine ¶
AddLine creates a new Line renderable and adds it to the RenderQueue. It returns a reference to the created Line.
func (*RenderQueue) AddPolygon ¶
func (rq *RenderQueue) AddPolygon(cx, cy int, width float32, c color.Color, sides int) graphics.Shape
AddPolygon creates a new Polygon renderable and adds it to the RenderQueue. It returns a reference to the created Polygon.
func (*RenderQueue) AddPolygonFromVertices ¶
func (*RenderQueue) AddRectangle ¶
AddRectangle creates a new Rectangle renderable and adds it to the RenderQueue. It returns a reference to the created Rectangle.
func (*RenderQueue) AddToRenderQueue ¶
func (rq *RenderQueue) AddToRenderQueue(r graphics.Renderable)
func (*RenderQueue) AddTriangle ¶
AddTriangle creates a new Triangle renderable and adds it to the RenderQueue. It returns a reference to the created Triangle.
func (*RenderQueue) CreateTextureFromImage ¶
func (*RenderQueue) DisposeTexture ¶
func (rq *RenderQueue) DisposeTexture(h uintptr)
func (*RenderQueue) DrawPrimitiveBuffer ¶
func (rq *RenderQueue) DrawPrimitiveBuffer(vertices []gui.Vertex)
func (*RenderQueue) PrepareFrame ¶
func (rq *RenderQueue) PrepareFrame()
func (*RenderQueue) RenderClear ¶
func (rq *RenderQueue) RenderClear()
func (*RenderQueue) RenderFrame ¶
func (rq *RenderQueue) RenderFrame(pass *wgpu.RenderPassEncoder)
func (*RenderQueue) SetPriority ¶
func (rq *RenderQueue) SetPriority(priority int)
func (*RenderQueue) SetShouldClear ¶
func (rq *RenderQueue) SetShouldClear(shouldClear bool)
func (*RenderQueue) UpdateTextureFromImage ¶
func (rq *RenderQueue) UpdateTextureFromImage(texture graphics.Texture, img image.Image)
type RenderTarget ¶
type RenderTarget interface { GetSize() (int, int) GetSurfaceDescriptor() *wgpu.SurfaceDescriptor }
type Renderer ¶
type Renderer struct { *wgpu.Surface *wgpu.Device *wgpu.SwapChain *wgpu.SwapChainDescriptor RenderQueues []*RenderQueue // contains filtered or unexported fields }
func NewRenderer ¶
func (*Renderer) AddRenderQueue ¶
func (r *Renderer) AddRenderQueue(rq *RenderQueue)
func (*Renderer) CreateRenderQueue ¶
func (r *Renderer) CreateRenderQueue() graphics.RenderQueue
func (*Renderer) RecreateSwapChain ¶
func (r *Renderer) RecreateSwapChain()
func (*Renderer) SetScreenSize ¶
func (*Renderer) SortRenderQueues ¶
func (r *Renderer) SortRenderQueues()
func (*Renderer) SurfaceIsOutdated ¶
type Surface ¶
type Surface struct { *Renderer *RenderQueue Width int Height int }
func NewSurface ¶
func NewSurface(w, h int, renderTarget RenderTarget) *Surface
func (*Surface) GetScreenSize ¶
func (*Surface) GetSurfaceSize ¶
func (*Surface) SetScreenSize ¶
func (*Surface) SetSurfaceSize ¶
type Texture ¶
type Texture struct { context.RenderContext // contains filtered or unexported fields }
func NewTexture ¶
func NewTexture(ctx context.RenderContext, img image.Image, renderQueue *RenderQueue) *Texture
func (*Texture) FlipHorizontal ¶
func (t *Texture) FlipHorizontal()
func (*Texture) FlipVertical ¶
func (t *Texture) FlipVertical()
func (*Texture) GetSurfaceDescriptor ¶
func (t *Texture) GetSurfaceDescriptor() *wgpu.SurfaceDescriptor
func (*Texture) IsDisposed ¶
func (*Texture) RenderPass ¶
func (t *Texture) RenderPass(pass *wgpu.RenderPassEncoder)
func (*Texture) RenderToQueue ¶
func (t *Texture) RenderToQueue(rq graphics.RenderQueue)
func (*Texture) SetFlipHorizontal ¶
func (*Texture) SetFlipVertical ¶
func (*Texture) SetShouldBeRendered ¶
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