Documentation ¶
Index ¶
- Variables
- func DebugMatFactory(ctx vk.APIContext, dev *vk.Device, props vmodel.MaterialProperties) (sh vmodel.Shader, layout *vk.DescriptorLayout, ubf []byte, ...)
- type DebugMaterial
- func (u *DebugMaterial) Draw(dc *vmodel.DrawContext, mesh vmodel.Mesh, world mgl32.Mat4, ...)
- func (u *DebugMaterial) DrawSkinned(dc *vmodel.DrawContext, mesh vmodel.Mesh, world mgl32.Mat4, ...)
- func (u *DebugMaterial) NewPipeline(ctx vk.APIContext, dc *vmodel.DrawContext, skinned bool) *vk.GraphicsPipeline
- func (u *DebugMaterial) SetDescriptor(dsMat *vk.DescriptorSet)
Constants ¶
This section is empty.
Variables ¶
View Source
var DebugModes mgl32.Vec4
Functions ¶
func DebugMatFactory ¶
func DebugMatFactory(ctx vk.APIContext, dev *vk.Device, props vmodel.MaterialProperties) ( sh vmodel.Shader, layout *vk.DescriptorLayout, ubf []byte, images []vmodel.ImageIndex)
Types ¶
type DebugMaterial ¶
type DebugMaterial struct {
// contains filtered or unexported fields
}
func (*DebugMaterial) Draw ¶
func (u *DebugMaterial) Draw(dc *vmodel.DrawContext, mesh vmodel.Mesh, world mgl32.Mat4, extra vmodel.ShaderExtra)
func (*DebugMaterial) DrawSkinned ¶
func (u *DebugMaterial) DrawSkinned(dc *vmodel.DrawContext, mesh vmodel.Mesh, world mgl32.Mat4, aniMatrix []mgl32.Mat4, extra vmodel.ShaderExtra)
func (*DebugMaterial) NewPipeline ¶
func (u *DebugMaterial) NewPipeline(ctx vk.APIContext, dc *vmodel.DrawContext, skinned bool) *vk.GraphicsPipeline
func (*DebugMaterial) SetDescriptor ¶
func (u *DebugMaterial) SetDescriptor(dsMat *vk.DescriptorSet)
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