render

package
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Published: Nov 3, 2020 License: MIT Imports: 7 Imported by: 9

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Constants

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Variables

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Functions

This section is empty.

Types

type AmbientLight

type AmbientLight struct {
	Color             sprec.Vec3
	IrradianceTexture *graphics.CubeTexture
}

type Camera

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

func NewCamera

func NewCamera() *Camera

func (*Camera) Matrix

func (c *Camera) Matrix() sprec.Mat4

func (*Camera) ProjectionMatrix

func (c *Camera) ProjectionMatrix() sprec.Mat4

func (*Camera) SetMatrix

func (c *Camera) SetMatrix(matrix sprec.Mat4)

func (*Camera) SetProjectionMatrix

func (c *Camera) SetProjectionMatrix(matrix sprec.Mat4)

func (*Camera) ViewMatrix

func (c *Camera) ViewMatrix() sprec.Mat4

type DirectionalLight

type DirectionalLight struct {
	Color     sprec.Vec3
	Direction sprec.Vec3
}

type Layout

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

func NewLayout

func NewLayout(size float32, depth int) *Layout

func (*Layout) CreateRenderable

func (l *Layout) CreateRenderable(matrix sprec.Mat4, radius float32, model *resource.Model) *Renderable

func (*Layout) DeleteRenderable

func (l *Layout) DeleteRenderable(renderable *Renderable)

func (*Layout) InvalidateRenderable

func (l *Layout) InvalidateRenderable(renderable *Renderable)

func (*Layout) SetSkybox

func (l *Layout) SetSkybox(skybox *Skybox)

func (*Layout) Skybox

func (l *Layout) Skybox() *Skybox

type Node

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

func (*Node) FindNode

func (n *Node) FindNode(position sprec.Vec3, size float32) (*Node, bool)

func (*Node) IsVisibleFrom

func (n *Node) IsVisibleFrom(camera *Camera) bool

type Renderable

type Renderable struct {
	Matrix sprec.Mat4
	Radius float32
	Model  *resource.Model
	// contains filtered or unexported fields
}

type Scene

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

func NewScene

func NewScene() *Scene

func (*Scene) Init

func (s *Scene) Init(gfxWorker *async.Worker) async.Outcome

func (*Scene) Layout

func (s *Scene) Layout() *Layout

func (*Scene) Release

func (s *Scene) Release(registry *resource.Registry, gfxWorker *async.Worker) async.Outcome

func (*Scene) Render

func (s *Scene) Render(ctx game.RenderContext)

func (*Scene) SetActiveCamera

func (s *Scene) SetActiveCamera(camera *Camera)

type Skybox

type Skybox struct {
	SkyboxTexture            *graphics.CubeTexture
	AmbientReflectionTexture *graphics.CubeTexture
	AmbientRefractionTexture *graphics.CubeTexture
}

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