Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Context ¶
type Context interface { GenTextures(n int32, textures *uint32) ActiveTexture(textureUnit uint32) AttachShader(program Program, shader Shader) BindBuffer(target uint32, buf Buffer) BindTexture(target uint32, texture Texture) BlendColor(r, g, b, a float32) BlendFunc(srcFactor, destFactor uint32) BufferData(target uint32, points []float32, usage uint32) Clear(mask uint32) ClearColor(r, g, b, a float32) CompileShader(shader Shader) CreateBuffer() Buffer CreateProgram() Program CreateShader(typ uint32) Shader CreateTexture() Texture DeleteBuffer(buffer Buffer) DeleteTexture(texture Texture) Disable(capability uint32) DrawArrays(mode uint32, first, count int) Enable(capability uint32) EnableVertexAttribArray(attribute Attribute) GetAttribLocation(program Program, name string) Attribute GetError() uint32 GetProgrami(program Program, param uint32) int GetProgramInfoLog(program Program) string GetShaderi(shader Shader, param uint32) int GetShaderInfoLog(shader Shader) string GetUniformLocation(program Program, name string) Uniform LinkProgram(program Program) ReadBuffer(src uint32) ReadPixels(x, y, width, height int, colorFormat, typ uint32, pixels []uint8) Scissor(x, y, w, h int32) ShaderSource(shader Shader, source string) TexImage2D(target uint32, level, width, height int, colorFormat, typ uint32, data []uint8) TexParameteri(target, param uint32, value int32) Uniform1f(uniform Uniform, v float32) Uniform2f(uniform Uniform, v0, v1 float32) Uniform3f(uniform Uniform, vec3 mgl32.Vec3) Uniform4f(uniform Uniform, v0, v1, v2, v3 float32) UseProgram(program Program) VertexAttribPointerWithOffset(attribute Attribute, size int, typ uint32, normalized bool, stride, offset int) Viewport(x, y, width, height int) UniformMatrix4fv(program Program, name string, mat4 mgl32.Mat4) Uniform1i(program Program, name string, v0 int32) DisableDepthTest() EnableDepthTest() DrawElementsArrays(mode uint32, index []uint32) MakeTexture(img image.Image, index uint32) Texture MakeLevelTexture(index uint32, size int32, levelData map[int32][]uint32) Texture MakeVao(points []float32) Buffer MakeVaoWithEbo(points []float32, index []uint32) (Buffer, Buffer) ExtFogi(panme uint32, v int32) ExtFogiv(panme uint32, v []int32) ExtFogf(panme uint32, v float32) ExtFogfv(panme uint32, v mgl32.Vec4) ExtBegin(mode uint32) ExtEnd() ExtColor3f(r, g, b float32) ExtColor3fV(vec3 mgl32.Vec3) ExtPointSize(size float32) ExtLineWidth(width float32) ExtFlush() ExtVertex3f(x, y, z float32) ExtVertex3fV(vec3 mgl32.Vec3) ExtColor4ub(r, g, b, a uint8) ExtColor4ubv(v []uint8) ExtHint(target uint32, mode uint32) ExtDepthMask(flag bool) ExtVertex3fv(vec mgl32.Vec3) ExtTexCoord2fv(vec mgl32.Vec2) ExtVertex2f(x, y float32) }
type Painter ¶
type Painter interface { GetContext() Context UniformMatrix4fv(name string, mat4 mgl32.Mat4) Uniform1i(name string, v0 int32) Uniform1f(name string, v float32) Uniform2f(name string, v0, v1 float32) Uniform3f(name string, v0, v1, v2 float32) UniformVec3(name string, vec3 mgl32.Vec3) Uniform4f(name string, v0, v1, v2, v3 float32) DrawElementsArrays(mode uint32, index []uint32) MakeTexture(img image.Image, index uint32) Texture MakeVao(points []float32) Buffer MakeVaoWithEbo(points []float32, index []uint32) (Buffer, Buffer) }
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