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package shader_data_registry

import "kaiju/registry/shader_data_registry"

Constants

ShaderDataStandardFlagOutline

StandardShaderDataFlags(1 << iota)

Enable

bit

will

be

set

anytime

there

are

flags

This

is

needed

because

bits

at

the

extremes

of

the

float

will

be

truncated

to

0

otherwise

By

setting

this

bit

exponent

bit

2

this

issue

can

be

prevented

ShaderDataStandardFlagEnable

1 << 30

Functions

Create

func Create(name string) rendering.DrawInstance

Types

ShaderDataBasicLit

struct

type ShaderDataBasicLit struct {
    rendering.ShaderDataBase `visible:"false"`

    Color  matrix.Color
    Light0 int32
    Light1 int32
    Light2 int32
    Light3 int32
}

ShaderDataBasicLit.Size

func (t ShaderDataBasicLit) Size() int

ShaderDataEdFrustumWire

struct

type ShaderDataEdFrustumWire struct {
    rendering.ShaderDataBase `visible:"false"`

    Color             matrix.Color
    FrustumProjection matrix.Mat4
}

ShaderDataEdFrustumWire.Size

func (t ShaderDataEdFrustumWire) Size() int

ShaderDataEdTransformWire

struct

type ShaderDataEdTransformWire struct {
    rendering.ShaderDataBase `visible:"false"`

    Color matrix.Color
}

ShaderDataEdTransformWire.Size

func (t ShaderDataEdTransformWire) Size() int

ShaderDataGrid

struct

type ShaderDataGrid struct {
    rendering.ShaderDataBase `visible:"false"`

    Color matrix.Color
}

ShaderDataGrid.Size

func (t ShaderDataGrid) Size() int

ShaderDataPBR

struct

type ShaderDataPBR struct {
    rendering.ShaderDataBase `visible:"false"`

    VertColors matrix.Color
    Metallic   float32
    Roughness  float32
    Emissive   float32
    LightIds   [4]int32                `visible:"false"`
    Flags      StandardShaderDataFlags `visible:"false"`
}

ShaderDataPBR.ClearFlag

func (s *ShaderDataPBR) ClearFlag(flag StandardShaderDataFlags)

ShaderDataPBR.SelectLights

func (s *ShaderDataPBR) SelectLights(lights rendering.LightsForRender)

ShaderDataPBR.SetFlag

func (s *ShaderDataPBR) SetFlag(flag StandardShaderDataFlags)

ShaderDataPBR.Size

func (t ShaderDataPBR) Size() int

ShaderDataPBR.TestFlag

func (s *ShaderDataPBR) TestFlag(flag StandardShaderDataFlags) bool

ShaderDataParticle

struct

type ShaderDataParticle struct {
    rendering.ShaderDataBase `visible:"false"`

    Color matrix.Color
    UVs   matrix.Vec4 `default:"0,0,1,1"`
}

ShaderDataParticle.Size

func (t ShaderDataParticle) Size() int

ShaderDataPbrSkinned

struct

type ShaderDataPbrSkinned struct {
    rendering.SkinnedShaderDataHeader `visible:"false"`
    rendering.ShaderDataBase          `visible:"false"`

    VertColors matrix.Color
    Metallic   float32
    Roughness  float32
    Emissive   float32
    LightIds   [4]int32                `visible:"false"`
    Flags      StandardShaderDataFlags `visible:"false"`
}

ShaderDataPbrSkinned.BoundDataPointer

func (t *ShaderDataPbrSkinned) BoundDataPointer() unsafe.Pointer

ShaderDataPbrSkinned.ClearFlag

func (s *ShaderDataPbrSkinned) ClearFlag(flag StandardShaderDataFlags)

ShaderDataPbrSkinned.InstanceBoundDataSize

func (t *ShaderDataPbrSkinned) InstanceBoundDataSize() int

ShaderDataPbrSkinned.SetFlag

func (s *ShaderDataPbrSkinned) SetFlag(flag StandardShaderDataFlags)

ShaderDataPbrSkinned.Size

func (t ShaderDataPbrSkinned) Size() int

ShaderDataPbrSkinned.SkinningHeader

func (t *ShaderDataPbrSkinned) SkinningHeader() *rendering.SkinnedShaderDataHeader

ShaderDataPbrSkinned.TestFlag

func (s *ShaderDataPbrSkinned) TestFlag(flag StandardShaderDataFlags) bool

ShaderDataPbrSkinned.UpdateBoundData

func (t *ShaderDataPbrSkinned) UpdateBoundData() bool

ShaderDataStandard

struct

type ShaderDataStandard struct {
    rendering.ShaderDataBase `visible:"false"`

    Color matrix.Color
    Flags StandardShaderDataFlags `visible:"false"`
}

ShaderDataStandard.ClearFlag

func (s *ShaderDataStandard) ClearFlag(flag StandardShaderDataFlags)

ShaderDataStandard.SetFlag

func (s *ShaderDataStandard) SetFlag(flag StandardShaderDataFlags)

ShaderDataStandard.Size

func (ShaderDataStandard) Size() int

ShaderDataStandard.TestFlag

func (s *ShaderDataStandard) TestFlag(flag StandardShaderDataFlags) bool

ShaderDataStandardSkinned

struct

type ShaderDataStandardSkinned struct {
    rendering.SkinnedShaderDataHeader `visible:"false"`
    rendering.ShaderDataBase          `visible:"false"`

    Color matrix.Color
    Flags StandardShaderDataFlags `visible:"false"`
}

ShaderDataStandardSkinned.BoundDataPointer

func (t *ShaderDataStandardSkinned) BoundDataPointer() unsafe.Pointer

ShaderDataStandardSkinned.ClearFlag

func (s *ShaderDataStandardSkinned) ClearFlag(flag StandardShaderDataFlags)

ShaderDataStandardSkinned.InstanceBoundDataSize

func (t *ShaderDataStandardSkinned) InstanceBoundDataSize() int

ShaderDataStandardSkinned.SetFlag

func (s *ShaderDataStandardSkinned) SetFlag(flag StandardShaderDataFlags)

ShaderDataStandardSkinned.Size

func (t ShaderDataStandardSkinned) Size() int

ShaderDataStandardSkinned.SkinningHeader

func (t *ShaderDataStandardSkinned) SkinningHeader() *rendering.SkinnedShaderDataHeader

ShaderDataStandardSkinned.TestFlag

func (s *ShaderDataStandardSkinned) TestFlag(flag StandardShaderDataFlags) bool

ShaderDataStandardSkinned.UpdateBoundData

func (t *ShaderDataStandardSkinned) UpdateBoundData() bool

ShaderDataUnlit

struct

type ShaderDataUnlit struct {
    rendering.ShaderDataBase `visible:"false"`

    Color matrix.Color
    UVs   matrix.Vec4 `default:"0,0,1,1"`
}

ShaderDataUnlit.Size

func (t ShaderDataUnlit) Size() int

StandardShaderDataFlags

uint32

type StandardShaderDataFlags = uint32