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Constants ¶
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var INDICES = [...]uint16{
0, 1, 2,
2, 1, 3,
}
Functions ¶
This section is empty.
Types ¶
type Polygon ¶
type Polygon struct {
context.RenderContext
*transforms.Transform
// contains filtered or unexported fields
}
func NewPolygon ¶
func NewPolygon(ctx context.RenderContext, vertices []primitives.Vertex) *Polygon
func (*Polygon) IsDisposed ¶
func (*Polygon) RenderPass ¶
func (p *Polygon) RenderPass(encoder *wgpu.RenderPassEncoder)
type PrimitiveBuffer ¶
type PrimitiveBuffer struct {
context.RenderContext
// contains filtered or unexported fields
}
func NewPrimitiveBuffer ¶
func NewPrimitiveBuffer(ctx context.RenderContext, vertices []gui.Vertex, layout graphics.VertexBufferLayout) *PrimitiveBuffer
func (*PrimitiveBuffer) Dispose ¶
func (p *PrimitiveBuffer) Dispose()
func (*PrimitiveBuffer) IsDisposed ¶
func (p *PrimitiveBuffer) IsDisposed() bool
func (*PrimitiveBuffer) Render ¶
func (p *PrimitiveBuffer) Render()
func (*PrimitiveBuffer) RenderPass ¶
func (p *PrimitiveBuffer) RenderPass(encoder *wgpu.RenderPassEncoder)
func (*PrimitiveBuffer) UpdateVertexBuffer ¶
func (p *PrimitiveBuffer) UpdateVertexBuffer(vertices []gui.Vertex)
type Renderable ¶
type Renderable struct {
context.RenderContext
Shader *wgpu.ShaderModule
VertexBuffer *wgpu.Buffer
BindGroup *wgpu.BindGroup
BindGroupLayout *wgpu.BindGroupLayout
Pipeline *wgpu.RenderPipeline
Uniforms map[string]Uniform
// contains filtered or unexported fields
}
Renderable structure, now with dynamic vertex handling
func NewRenderable ¶
func NewRenderable(ctx context.RenderContext, vertexData []byte, layout graphics.VertexBufferLayout, shaderHandle int, uniforms map[string]Uniform) *Renderable
func (*Renderable) Dispose ¶
func (r *Renderable) Dispose()
func (*Renderable) IsDisposed ¶
func (r *Renderable) IsDisposed() bool
func (*Renderable) Render ¶
func (r *Renderable) Render()
func (*Renderable) RenderPass ¶
func (r *Renderable) RenderPass(encoder *wgpu.RenderPassEncoder)
func (*Renderable) UpdateUniform ¶
func (r *Renderable) UpdateUniform(name string, data []byte)
func (*Renderable) UpdateUniforms ¶
func (r *Renderable) UpdateUniforms(dataMap map[string][]byte)
type Texture ¶
type Texture struct {
context.RenderContext
*wgpu.Texture
*wgpu.TextureView
*wgpu.BindGroup
*wgpu.BindGroupLayout
*wgpu.RenderPipeline
*transforms.Transform
// contains filtered or unexported fields
}
func TextureFromImage ¶
func (*Texture) IsDisposed ¶
func (*Texture) RenderPass ¶
func (t *Texture) RenderPass(pass *wgpu.RenderPassEncoder)
func (*Texture) SetClipRect ¶
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