Documentation
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Index ¶
- func ApplyLightPos(location int, r *Renderer)
- func ApplyModel(location int, r *Renderer)
- func ApplyModelView(location int, r *Renderer)
- func ApplyModelViewProjection(location int, r *Renderer)
- func ApplyerMaterialColor(location int, m *material.Instance)
- func ApplyerMaterialTexture0(location int, m *material.Instance)
- type Applyer
- type Buffer
- func (b *Buffer) ReadFloat32() (v float32, err error)
- func (b *Buffer) ReadFloat64() (v float64, err error)
- func (b *Buffer) ReadUint16() (v uint16, err error)
- func (b *Buffer) ReadUint32() (v uint32, err error)
- func (b *Buffer) ReadUint64() (v uint64, err error)
- func (b *Buffer) String() string
- func (b *Buffer) WriteFloat32(v float32)
- func (b *Buffer) WriteFloat64(v float64)
- func (b *Buffer) WriteUint16(v uint16)
- func (b *Buffer) WriteUint32(v uint32)
- func (b *Buffer) WriteUint64(v uint64)
- type IBO
- type LightUniform
- type Material
- type MaterialApplyer
- type MaterialUniform
- type Mesh
- type MeshUniform
- type Program
- type Renderer
- func (r *Renderer) ApplyTexture(t *texture.Texture, index int)
- func (r *Renderer) BindMaterial(m *material.Material)
- func (r *Renderer) BindMesh(mesh *mesh.Mesh)
- func (r *Renderer) DrawMesh(mesh *mesh.Mesh)
- func (r *Renderer) SetCamera(c *camera.Camera)
- func (r *Renderer) SetModel(m *glm.Mat4x4)
- func (r *Renderer) SetViewport(v *glm.RectI)
- func (r *Renderer) UnbindMaterial(m *material.Material)
- func (r *Renderer) UnbindMesh(mesh *mesh.Mesh)
- func (r *Renderer) UseMaterial(mi *material.Instance)
- type Shader
- type Texture
- type Uniform
- type VBO
- type VBOAttribute
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func ApplyLightPos ¶
func ApplyModel ¶
func ApplyModelView ¶
func ApplyerMaterialColor ¶
func ApplyerMaterialTexture0 ¶
Types ¶
type Buffer ¶
func (*Buffer) ReadFloat32 ¶
func (*Buffer) ReadFloat64 ¶
func (*Buffer) ReadUint16 ¶
func (*Buffer) ReadUint32 ¶
func (*Buffer) ReadUint64 ¶
func (*Buffer) WriteFloat32 ¶
func (*Buffer) WriteFloat64 ¶
func (*Buffer) WriteUint16 ¶
func (*Buffer) WriteUint32 ¶
func (*Buffer) WriteUint64 ¶
type LightUniform ¶
type MaterialApplyer ¶
type MaterialUniform ¶
type MaterialUniform struct { Uniform Apply MaterialApplyer }
type MeshUniform ¶
type Program ¶
type Program struct { Fragment *Shader Vertex *Shader Attribs []int32 MaterialUniforms []*MaterialUniform MeshUniforms []*MeshUniform LightUniforms []*LightUniform GLProgram gles20.Program }
type Renderer ¶
func (*Renderer) BindMaterial ¶
func (*Renderer) SetViewport ¶
func (*Renderer) UnbindMaterial ¶
func (*Renderer) UnbindMesh ¶
func (*Renderer) UseMaterial ¶
type VBO ¶
type VBO struct { Hint int Mode int Attributes []*VBOAttribute Data []byte `json:"-"` GLBuffer gles20.Buffer `json:"-"` }
func (*VBO) ApplyAttributes ¶
TODO: Apply only registered in the program.
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