Documentation ¶
Index ¶
- Constants
- Variables
- func CameraViewMat(pos, target, up mat32.Vec3) *mat32.Mat4
- type AmbientLight
- type Colors
- type CurRender
- type DirLight
- type Mesh
- type Mtxs
- type NLights
- type Phong
- func (ph *Phong) AddAmbientLight(color mat32.Vec3)
- func (ph *Phong) AddColor(name string, clr *Colors)
- func (ph *Phong) AddDirLight(color, pos mat32.Vec3)
- func (ph *Phong) AddMesh(name string, nVtx, nIdx int, hasColor bool)
- func (ph *Phong) AddPointLight(color, pos mat32.Vec3, linDecay, quadDecay float32)
- func (ph *Phong) AddSpotLight(color, pos, dir mat32.Vec3, angDecay, cutAngle, linDecay, quadDecay float32)
- func (ph *Phong) AddTexture(name string, tex *Texture)
- func (ph *Phong) AllocTextures()
- func (ph *Phong) Config()
- func (ph *Phong) ConfigLights()
- func (ph *Phong) ConfigMeshes()
- func (ph *Phong) ConfigMeshesTextures()
- func (ph *Phong) ConfigPipeline(pl *vgpu.Pipeline)
- func (ph *Phong) ConfigSys()
- func (ph *Phong) ConfigTextures()
- func (ph *Phong) DeleteMesh(name string)
- func (ph *Phong) DeleteTexture(name string)
- func (ph *Phong) Destroy()
- func (ph *Phong) MeshFloatsByIdx(i int) (pos, norm, tex, clr mat32.ArrayF32, idx mat32.ArrayU32)
- func (ph *Phong) MeshFloatsByName(name string) (pos, norm, tex, clr mat32.ArrayF32, idx mat32.ArrayU32)
- func (ph *Phong) ModMeshByIdx(i int)
- func (ph *Phong) ModMeshByName(name string)
- func (ph *Phong) Push(pl *vgpu.Pipeline, push *PushU)
- func (ph *Phong) Render()
- func (ph *Phong) RenderOnecolor()
- func (ph *Phong) RenderTexture()
- func (ph *Phong) RenderVtxColor()
- func (ph *Phong) ResetMeshes()
- func (ph *Phong) ResetNLights()
- func (ph *Phong) ResetTextures()
- func (ph *Phong) SetAmbientLight(idx int, color mat32.Vec3)
- func (ph *Phong) SetDirLight(idx int, color, pos mat32.Vec3)
- func (ph *Phong) SetModelMtx(model *mat32.Mat4)
- func (ph *Phong) SetPointLight(idx int, color, pos mat32.Vec3, linDecay, quadDecay float32)
- func (ph *Phong) SetSpotLight(idx int, color, pos, dir mat32.Vec3, ...)
- func (ph *Phong) SetViewPrjn(view, prjn *mat32.Mat4)
- func (ph *Phong) Sync()
- func (ph *Phong) UpdateTextureIdx(idx int) error
- func (ph *Phong) UpdateTextureName(name string) error
- func (ph *Phong) UseColor(clr, emis color.Color, shiny, reflect, bright float32)
- func (ph *Phong) UseColorIdx(idx int) error
- func (ph *Phong) UseColorName(name string) error
- func (ph *Phong) UseFullTexture()
- func (ph *Phong) UseMeshIdx(idx int) error
- func (ph *Phong) UseMeshName(name string) error
- func (ph *Phong) UseNoTexture()
- func (ph *Phong) UseTextureIdx(idx int) error
- func (ph *Phong) UseTextureName(name string) error
- func (ph *Phong) UseTexturePars(repeat mat32.Vec2, off mat32.Vec2)
- type PointLight
- type PushU
- type Sets
- type SpotLight
- type TexPars
- type Texture
Constants ¶
const MaxLights = 8
MaxLights is upper limit on number of any given type of light
Variables ¶
var KiT_Sets = kit.Enums.AddEnum(SetsN, kit.NotBitFlag, nil)
Functions ¶
Types ¶
type AmbientLight ¶
type AmbientLight struct { // color of light -- multiplies ambient color of materials Color mat32.Vec3 `desc:"color of light -- multiplies ambient color of materials"` // contains filtered or unexported fields }
AmbientLight provides diffuse uniform lighting -- typically only one of these
type Colors ¶
type Colors struct { // main color of surface, used for both ambient and diffuse color in standard Phong model -- alpha component determines transparency -- note that transparent objects require more complex rendering Color mat32.Vec4 `` /* 200-byte string literal not displayed */ // X = shininess spread factor, Y = shine reflection factor, Z = brightness factor: shiny = specular shininess factor -- how focally the surface shines back directional light -- this is an exponential factor, with 0 = very broad diffuse reflection, and higher values (typically max of 128) having a smaller more focal specular reflection. Shine reflect = 1 for full shine white reflection (specular) color, 0 = no shine reflection. bright = overall multiplier on final computed color value -- can be used to tune the overall brightness of various surfaces relative to each other for a given set of lighting parameters. W is used for Tex idx. ShinyBright mat32.Vec4 `` /* 649-byte string literal not displayed */ // color that surface emits independent of any lighting -- i.e., glow -- can be used for marking lights with an object Emissive mat32.Vec4 `desc:"color that surface emits independent of any lighting -- i.e., glow -- can be used for marking lights with an object"` }
Colors are the material colors with padding for direct uploading to shader
type CurRender ¶
type CurRender struct { // index of descriptor collection to use -- for threaded / parallel rendering -- see vgup.Vars NDescs for more info DescIdx int `desc:"index of descriptor collection to use -- for threaded / parallel rendering -- see vgup.Vars NDescs for more info"` // a texture was selected -- if true, overrides other options UseTexture bool `desc:"a texture was selected -- if true, overrides other options"` // a per-vertex color was selected UseVtxColor bool `desc:"a per-vertex color was selected"` // current model pose matrix ModelMtx mat32.Mat4 `desc:"current model pose matrix"` // camera view and projection matrixes VPMtx Mtxs `desc:"camera view and projection matrixes"` // current color surface properties Color Colors `desc:"current color surface properties"` // texture parameters -- repeat, offset TexPars TexPars `desc:"texture parameters -- repeat, offset"` // index of currently-selected texture TexIdx int `desc:"index of currently-selected texture"` }
CurRender holds info about the current render as updated by Use* methods -- determines which pipeline is used. Default is single color.
type DirLight ¶
type DirLight struct { // color of light at full intensity Color mat32.Vec3 `desc:"color of light at full intensity"` // position of light vector -- think of it shining down from this position toward the origin, i.e., the negation of this position is the vector. Pos mat32.Vec3 `` /* 148-byte string literal not displayed */ // contains filtered or unexported fields }
DirLight is directional light, which is assumed to project light toward the origin based on its position, with no attenuation, like the Sun. For rendering, the position is negated and normalized to get the direction vector (i.e., absolute distance doesn't matter)
type Mesh ¶
type Mesh struct { // number of vertex points, as mat32.Vec3 -- always includes mat32.Vec3 normals and mat32.Vec2 texture coordinates NVtx int `desc:"number of vertex points, as mat32.Vec3 -- always includes mat32.Vec3 normals and mat32.Vec2 texture coordinates"` // number of indexes, as mat32.ArrayU32 NIdx int `desc:"number of indexes, as mat32.ArrayU32"` // has per-vertex colors, as mat32.Vec4 per vertex HasColor bool `desc:"has per-vertex colors, as mat32.Vec4 per vertex"` }
Mesh records the number of elements in an indexed triangle mesh, which always includes normals and texture coordinates, and optionally per-vertex colors.
type Mtxs ¶
type Mtxs struct { // View Matrix: transforms world into camera-centered, 3D coordinates View mat32.Mat4 `desc:"View Matrix: transforms world into camera-centered, 3D coordinates"` // Projection Matrix: transforms camera coords into 2D render coordinates Prjn mat32.Mat4 `desc:"Projection Matrix: transforms camera coords into 2D render coordinates"` }
Mtxs contains the camera view and projection matricies, for uniform uploading
type Phong ¶
type Phong struct { // number of each type of light NLights NLights `desc:"number of each type of light"` // ambient lights Ambient [MaxLights]AmbientLight `desc:"ambient lights"` // directional lights Dir [MaxLights]DirLight `desc:"directional lights"` // point lights Point [MaxLights]PointLight `desc:"point lights"` // spot lights Spot [MaxLights]SpotLight `desc:"spot lights"` // [def: false] render using wireframe instead of filled polygons -- this must be set prior to configuring the Phong rendering system Wireframe bool `` /* 136-byte string literal not displayed */ // state for current rendering Cur CurRender `desc:"state for current rendering"` // meshes -- holds all the mesh data -- must be configured prior to rendering Meshes ordmap.Map[string, *Mesh] `desc:"meshes -- holds all the mesh data -- must be configured prior to rendering"` // textures -- must be configured prior to rendering -- a maximum of 16 textures is supported for full cross-platform portability Textures ordmap.Map[string, *Texture] `` /* 133-byte string literal not displayed */ // colors, optionally available for looking up by name -- not used directly in rendering Colors ordmap.Map[string, *Colors] `desc:"colors, optionally available for looking up by name -- not used directly in rendering"` // rendering system Sys vgpu.System `desc:"rendering system"` // [view: -] mutex on updating UpdtMu sync.Mutex `view:"-" copy:"-" json:"-" xml:"-" desc:"mutex on updating"` }
Phong implements standard Blinn-Phong rendering pipelines in a vgpu System. Must Add all Lights, Meshes, Colors, Textures first, and call Config() to configure everything prior to first RenderStart.
Meshes are configured initially with numbers of points, then after Config(), points are set by calling MeshFloatsBy* and assigning values.
If any changes are made to numbers or sizes of anything, you must call Config() again.
Changes to data only can be synced by calling Sync()
Rendering starts with RenderStart, followed by Use* calls to specify the parameters for each item, and then a Draw call to add the rendering command, followed by RenderEnd.
func (*Phong) AddAmbientLight ¶
AddAmbientLight adds Ambient light at given position
func (*Phong) AddDirLight ¶
AddDirLight adds directional light
func (*Phong) AddMesh ¶
AddMesh adds a Mesh with name and given number of verticies, indexes, and optional per-vertex color
func (*Phong) AddPointLight ¶
AddPointLight adds point light. Defaults: linDecay=.1, quadDecay=.01
func (*Phong) AddSpotLight ¶
func (ph *Phong) AddSpotLight(color, pos, dir mat32.Vec3, angDecay, cutAngle, linDecay, quadDecay float32)
AddSpotLight adds spot light Defaults: angDecay=15, cutAngle=45 (max 90), linDecay=.01, quadDecay=0.001
func (*Phong) AddTexture ¶
AddTexture adds to list of textures
func (*Phong) AllocTextures ¶
func (ph *Phong) AllocTextures()
AllocTextures allocates textures that have been previously configured, via ConfigTextures(), after Phong.Sys.Config() has been called.
func (*Phong) Config ¶
func (ph *Phong) Config()
Config configures everything after everything has been Added
func (*Phong) ConfigLights ¶
func (ph *Phong) ConfigLights()
ConfigLights configures the rendering for the lights that have been added.
func (*Phong) ConfigMeshes ¶
func (ph *Phong) ConfigMeshes()
ConfigMeshes configures vals for meshes -- this is the first of two passes in configuring and setting mesh values -- Phong.Sys.Config is called after this method (and everythign else is configured).
func (*Phong) ConfigMeshesTextures ¶ added in v1.0.0
func (ph *Phong) ConfigMeshesTextures()
ConfigMeshesTextures configures the Meshes and Textures based on everything added in the Phong config, prior to Sys.Config() which does host allocation.
func (*Phong) ConfigPipeline ¶
ConfigPipeline configures graphics settings on the pipeline
func (*Phong) ConfigSys ¶
func (ph *Phong) ConfigSys()
ConfigSys configures the vDraw System and pipelines.
func (*Phong) ConfigTextures ¶
func (ph *Phong) ConfigTextures()
ConfigTextures configures vals for textures -- this is the first of two passes -- call Phong.Sys.Config after everything is config'd. This automatically allocates images by size so everything fits within the MaxTexturesPerStage limit, as texture arrays.
func (*Phong) DeleteMesh ¶ added in v1.0.0
DeleteMesh deletes Mesh with name
func (*Phong) DeleteTexture ¶ added in v1.0.0
DeleteTexture deletes texture with name
func (*Phong) MeshFloatsByIdx ¶
MeshFloatsByIdx returns the mat32.ArrayF32's and mat32.ArrayU32 for given mesh for assigning values to the mesh. Must call ModMeshByIdx after setting these values to mark as modified.
func (*Phong) MeshFloatsByName ¶
func (ph *Phong) MeshFloatsByName(name string) (pos, norm, tex, clr mat32.ArrayF32, idx mat32.ArrayU32)
MeshFloatsByName returns the mat32.ArrayF32's and mat32.ArrayU32 for given mesh for assigning values to the mesh. Must call ModMeshByName after setting these values to mark as modified.
func (*Phong) ModMeshByIdx ¶
ModMeshByIdx marks given mesh by index as modified. Must call after modifying mesh values, to mark for syncing
func (*Phong) ModMeshByName ¶
ModMeshByName marks given mesh by name as modified. Must call after modifying mesh values, to mark for syncing
func (*Phong) Render ¶
func (ph *Phong) Render()
Render does one step of rendering given current Use* settings
func (*Phong) RenderOnecolor ¶
func (ph *Phong) RenderOnecolor()
RenderOnecolor renders current settings to onecolor pipeline
func (*Phong) RenderTexture ¶
func (ph *Phong) RenderTexture()
RenderTexture renders current settings to texture pipeline
func (*Phong) RenderVtxColor ¶ added in v1.0.0
func (ph *Phong) RenderVtxColor()
RenderVtxColor renders current settings to vertexcolor pipeline
func (*Phong) ResetMeshes ¶ added in v1.0.0
func (ph *Phong) ResetMeshes()
ResetMeshes resets the meshes for reconfiguring
func (*Phong) ResetNLights ¶ added in v1.0.0
func (ph *Phong) ResetNLights()
ResetNLights resets number of lights to 0 -- for reconfig
func (*Phong) ResetTextures ¶ added in v1.0.0
func (ph *Phong) ResetTextures()
ResetTextures resets all textures
func (*Phong) SetAmbientLight ¶ added in v1.0.0
SetAmbientLight sets Ambient light at index to given position
func (*Phong) SetDirLight ¶ added in v1.0.0
SetDirLight sets directional light at given index
func (*Phong) SetModelMtx ¶
SetModelMtx sets the model pose matrix -- must be set per render step (otherwise last one will be used)
func (*Phong) SetPointLight ¶ added in v1.0.0
SetPointLight sets point light at given index. Defaults: linDecay=.1, quadDecay=.01
func (*Phong) SetSpotLight ¶ added in v1.0.0
func (ph *Phong) SetSpotLight(idx int, color, pos, dir mat32.Vec3, angDecay, cutAngle, linDecay, quadDecay float32)
SetSpotLight sets spot light at given index Defaults: angDecay=15, cutAngle=45 (max 90), linDecay=.01, quadDecay=0.001
func (*Phong) SetViewPrjn ¶
SetViewPrjn sets the camera view and projection matrixes, and updates uniform data, so they are ready to use.
func (*Phong) Sync ¶
func (ph *Phong) Sync()
Sync synchronizes any changes in val data up to GPU device memory. any changes in numbers or sizes of any element requires a Config call.
func (*Phong) UpdateTextureIdx ¶ added in v1.0.0
UpdateTextureIdx updates texture by index -- call this when the underlying image changes. Assumes the size remains the same. Must Sync for the changes to take effect.
func (*Phong) UpdateTextureName ¶ added in v1.0.0
UpdateTextureName updates texture by name
func (*Phong) UseColorIdx ¶
UseColorIdx selects color by index for current render step
func (*Phong) UseColorName ¶
UseColorName selects color by name for current render step
func (*Phong) UseFullTexture ¶ added in v1.0.0
func (ph *Phong) UseFullTexture()
UseFullTexture sets the texture parameters for the next render command: to render the full texture: repeat = 1,1; off = 0,0
func (*Phong) UseMeshIdx ¶
UseMeshIdx selects mesh by index for current render step. If mesh has per-vertex colors, these are selected for rendering, and texture is turned off. UseTexture* after this to override.
func (*Phong) UseMeshName ¶
UseMeshName selects mesh by name for current render step If mesh has per-vertex colors, these are selected for rendering, and texture is turned off. UseTexture* after this to override.
func (*Phong) UseNoTexture ¶
func (ph *Phong) UseNoTexture()
UseNoTexture turns off texture rendering
func (*Phong) UseTextureIdx ¶
UseTextureIdx selects texture by index for current render step
func (*Phong) UseTextureName ¶
UseTextureName selects texture by name for current render step
type PointLight ¶
type PointLight struct { // color of light a full intensity Color mat32.Vec3 `desc:"color of light a full intensity"` // position of light in world coordinates Pos mat32.Vec3 `desc:"position of light in world coordinates"` // X = Linear, Y = Quad: Distance linear decay factor -- defaults to .1; Distance quadratic decay factor -- defaults to .01 -- dominates at longer distances Decay mat32.Vec3 `` /* 160-byte string literal not displayed */ // contains filtered or unexported fields }
PointLight is an omnidirectional light with a position and associated decay factors, which divide the light intensity as a function of linear and quadratic distance. The quadratic factor dominates at longer distances.
type PushU ¶
type PushU struct { // Model Matrix: poses object in world coordinates ModelMtx mat32.Mat4 `desc:"Model Matrix: poses object in world coordinates"` // surface colors Color Colors `desc:"surface colors"` // texture parameters Tex TexPars `desc:"texture parameters"` }
PushU is the push constants structure, holding everything that updates per object -- avoids any limitations on capacity.
type Sets ¶
type Sets int
Sets are variable set numbers - must coordinate with System sets!
func (*Sets) FromString ¶
type SpotLight ¶
type SpotLight struct { // color of light a full intensity Color mat32.Vec3 `desc:"color of light a full intensity"` // position of light in world coordinates Pos mat32.Vec3 `desc:"position of light in world coordinates"` // direction of light vector Dir mat32.Vec3 `desc:"direction of light vector"` // X = Angular Decay, Y = CutAngle, Z = LinDecay, W = QuadDecay: Angular decay factor -- defaults to 15; Cut off angle (in degrees) -- defaults to 45 -- max of 90; Distance linear decay factor -- defaults to 1; Distance quadratic decay factor -- defaults to 1 -- dominates at longer distances Decay mat32.Vec4 `` /* 296-byte string literal not displayed */ // contains filtered or unexported fields }
Spotlight is a light with a position and direction and associated decay factors and angles, which divide the light intensity as a function of linear and quadratic distance. The quadratic factor dominates at longer distances.
type TexPars ¶
type TexPars struct { // how often to repeat the texture in each direction Repeat mat32.Vec2 `desc:"how often to repeat the texture in each direction"` // offset for when to start the texure in each direction Off mat32.Vec2 `desc:"offset for when to start the texure in each direction"` }
TexPars holds texture parameters: how often to repeat the texture image and offset