Golint
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5d5a0e708f
commit
29546140b9
19 changed files with 432 additions and 432 deletions
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@ -70,17 +70,17 @@ func (s *Shader) cptr() *C.Shader {
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return (*C.Shader)(unsafe.Pointer(s))
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}
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// Returns new Shader
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// NewShader - Returns new Shader
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func NewShader(id uint32, vertexLoc, texcoordLoc, texcoord2Loc, normalLoc, tangentLoc, colorLoc, mvpLoc, colDiffuseLoc, colAmbientLoc, colSpecularLoc, mapTexture0Loc, mapTexture1Loc, mapTexture2Loc int32) Shader {
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return Shader{id, vertexLoc, texcoordLoc, texcoord2Loc, normalLoc, tangentLoc, colorLoc, mvpLoc, colDiffuseLoc, colAmbientLoc, colSpecularLoc, mapTexture0Loc, mapTexture1Loc, mapTexture2Loc}
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}
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// Returns new Shader from pointer
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// NewShaderFromPointer - Returns new Shader from pointer
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func NewShaderFromPointer(ptr unsafe.Pointer) Shader {
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return *(*Shader)(ptr)
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}
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// Load a custom shader and bind default locations
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// LoadShader - Load a custom shader and bind default locations
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func LoadShader(vsFileName string, fsFileName string) Shader {
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cvsFileName := C.CString(vsFileName)
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cfsFileName := C.CString(fsFileName)
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@ -92,27 +92,27 @@ func LoadShader(vsFileName string, fsFileName string) Shader {
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return v
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}
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// Unload a custom shader from memory
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// UnloadShader - Unload a custom shader from memory
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func UnloadShader(shader Shader) {
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cshader := shader.cptr()
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C.UnloadShader(*cshader)
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}
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// Get default shader
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// GetDefaultShader - Get default shader
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func GetDefaultShader() Shader {
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ret := C.GetDefaultShader()
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v := NewShaderFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Get default texture
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// GetDefaultTexture - Get default texture
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func GetDefaultTexture() *Texture2D {
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ret := C.GetDefaultTexture()
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v := NewTexture2DFromPointer(unsafe.Pointer(&ret))
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return &v
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}
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// Get shader uniform location
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// GetShaderLocation - Get shader uniform location
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func GetShaderLocation(shader Shader, uniformName string) int32 {
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cshader := shader.cptr()
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cuniformName := C.CString(uniformName)
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@ -122,7 +122,7 @@ func GetShaderLocation(shader Shader, uniformName string) int32 {
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return v
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}
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// Set shader uniform value (float)
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// SetShaderValue - Set shader uniform value (float)
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func SetShaderValue(shader Shader, uniformLoc int32, value []float32, size int32) {
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cshader := shader.cptr()
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cuniformLoc := (C.int)(uniformLoc)
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@ -131,7 +131,7 @@ func SetShaderValue(shader Shader, uniformLoc int32, value []float32, size int32
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C.SetShaderValue(*cshader, cuniformLoc, cvalue, csize)
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}
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// Set shader uniform value (int)
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// SetShaderValuei - Set shader uniform value (int)
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func SetShaderValuei(shader Shader, uniformLoc int32, value []int32, size int32) {
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cshader := shader.cptr()
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cuniformLoc := (C.int)(uniformLoc)
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@ -140,7 +140,7 @@ func SetShaderValuei(shader Shader, uniformLoc int32, value []int32, size int32)
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C.SetShaderValuei(*cshader, cuniformLoc, cvalue, csize)
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}
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// Set shader uniform value (matrix 4x4)
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// SetShaderValueMatrix - Set shader uniform value (matrix 4x4)
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func SetShaderValueMatrix(shader Shader, uniformLoc int32, mat Matrix) {
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cshader := shader.cptr()
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cuniformLoc := (C.int)(uniformLoc)
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@ -148,72 +148,72 @@ func SetShaderValueMatrix(shader Shader, uniformLoc int32, mat Matrix) {
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C.SetShaderValueMatrix(*cshader, cuniformLoc, *cmat)
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}
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// Set a custom projection matrix (replaces internal projection matrix)
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// SetMatrixProjection - Set a custom projection matrix (replaces internal projection matrix)
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func SetMatrixProjection(proj Matrix) {
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cproj := proj.cptr()
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C.SetMatrixProjection(*cproj)
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}
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// Set a custom modelview matrix (replaces internal modelview matrix)
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// SetMatrixModelview - Set a custom modelview matrix (replaces internal modelview matrix)
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func SetMatrixModelview(view Matrix) {
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cview := view.cptr()
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C.SetMatrixModelview(*cview)
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}
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// Begin custom shader drawing
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// BeginShaderMode - Begin custom shader drawing
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func BeginShaderMode(shader Shader) {
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cshader := shader.cptr()
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C.BeginShaderMode(*cshader)
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}
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// End custom shader drawing (use default shader)
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// EndShaderMode - End custom shader drawing (use default shader)
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func EndShaderMode() {
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C.EndShaderMode()
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}
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// Begin blending mode (alpha, additive, multiplied)
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// BeginBlendMode - Begin blending mode (alpha, additive, multiplied)
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func BeginBlendMode(mode BlendMode) {
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cmode := (C.int)(mode)
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C.BeginBlendMode(cmode)
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}
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// End blending mode (reset to default: alpha blending)
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// EndBlendMode - End blending mode (reset to default: alpha blending)
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func EndBlendMode() {
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C.EndBlendMode()
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}
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// Init VR device
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// InitVrDevice - Init VR device
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func InitVrDevice(vdDevice VrDevice) {
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cvdDevice := (C.int)(vdDevice)
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C.InitVrDevice(cvdDevice)
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}
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// Close VR device
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// CloseVrDevice - Close VR device
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func CloseVrDevice() {
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C.CloseVrDevice()
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}
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// Detect if VR device is ready
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// IsVrDeviceReady - Detect if VR device is ready
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func IsVrDeviceReady() bool {
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ret := C.IsVrDeviceReady()
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v := bool(int(ret) == 1)
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return v
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}
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// Detect if VR simulator is running
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// IsVrSimulator - Detect if VR simulator is running
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func IsVrSimulator() bool {
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ret := C.IsVrSimulator()
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v := bool(int(ret) == 1)
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return v
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}
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// Update VR tracking (position and orientation) and camera
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// UpdateVrTracking - Update VR tracking (position and orientation) and camera
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func UpdateVrTracking(camera *Camera) {
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ccamera := camera.cptr()
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C.UpdateVrTracking(ccamera)
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}
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// Enable/Disable VR experience (device or simulator)
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// ToggleVrMode - Enable/Disable VR experience (device or simulator)
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func ToggleVrMode() {
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C.ToggleVrMode()
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}
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