render

package
v1.10.1 Latest Latest
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Published: Feb 22, 2024 License: BSD-3-Clause Imports: 9 Imported by: 0

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Index

Constants

View Source
const (
	// BitmapTextureTypeResource specifies a bitmap texture directly from resources.
	BitmapTextureTypeResource = 0x00
	// BitmapTextureTypeFrame specifies a bitmap texture from the frame cache.
	BitmapTextureTypeFrame = 0x01
)

Variables

This section is empty.

Functions

func FrameImage added in v1.4.0

func FrameImage(label string, frameCache *graphics.FrameCache, key graphics.FrameCacheKey, size imgui.Vec2)

FrameImage renders an image centered and fitted within the given size.

func TextureIDForBitmapFrame added in v1.4.0

func TextureIDForBitmapFrame(key graphics.FrameCacheKey) imgui.TextureID

TextureIDForBitmapFrame returns a texture ID that identifies a bitmap texture from frame cache.

func TextureIDForBitmapTexture

func TextureIDForBitmapTexture(key resource.Key) imgui.TextureID

TextureIDForBitmapTexture returns a texture ID that identifies a bitmap texture from resources.

func TextureImage added in v0.5.0

func TextureImage(label string, cache *graphics.TextureCache, key resource.Key, size imgui.Vec2)

TextureImage renders an image centered and fitted within the given size.

func TextureSelector added in v0.4.0

func TextureSelector(label string, width float32, guiScale float32,
	count int, selectedIndex int, cache *graphics.TextureCache, keyResolver func(int) resource.Key,
	tooltipText func(int) string,
	changeCallback func(int))

TextureSelector renders a horizontal list of game textures, with selection capability.

Types

type Context

type Context struct {
	OpenGL opengl.OpenGL

	ViewMatrix       *mgl.Mat4
	ProjectionMatrix mgl.Mat4
}

Context provides current render properties.

type OrientationView added in v1.8.0

type OrientationView struct {
	// contains filtered or unexported fields
}

OrientationView is a control that displays how an object is oriented. This is still not working properly. The orientation arrow is not properly rotated, and I suspect the typical issue of three-angle rotation versus quaternion rotation. Though I doubt the original engine used quaternions, it remains too confusing for me.

func NewOrientationView added in v1.8.0

func NewOrientationView(context Context, baseOrientation mgl.Mat4, rotation mgl.Vec3) *OrientationView

NewOrientationView returns a new instance.

func (*OrientationView) Dispose added in v1.8.0

func (view *OrientationView) Dispose()

Dispose cleans up resources of the view.

func (*OrientationView) Render added in v1.8.0

func (view *OrientationView) Render(orientation mgl.Vec3)

Render renders the orientation view for given orientation.

type TextureRenderer added in v1.8.0

type TextureRenderer struct {
	// contains filtered or unexported fields
}

TextureRenderer is a renderer within which something can be rendered onto a texture. This texture can then be used to be displayed.

func NewTextureRenderer added in v1.8.0

func NewTextureRenderer(gl opengl.OpenGL) *TextureRenderer

NewTextureRenderer returns a new instance.

func (*TextureRenderer) Dispose added in v1.8.0

func (renderer *TextureRenderer) Dispose()

Dispose cleans up resources.

func (*TextureRenderer) Handle added in v1.8.0

func (renderer *TextureRenderer) Handle() uint32

Handle returns the texture handle.

func (*TextureRenderer) Render added in v1.8.0

func (renderer *TextureRenderer) Render(nested func())

Render calls the nested function. All drawing commands within this function will end up in the texture.

func (*TextureRenderer) Size added in v1.8.0

func (renderer *TextureRenderer) Size() (width, height float32)

Size returns the dimensions of the texture, in pixels.

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