package shader_designer
import "kaiju/editor/editor_workspace/shading_workspace/shader_designer"
Constants
StateNone
ShaderDesignerState(iota)
StateShader
StateRenderPass
StatePipeline
StateMaterial
Types
FileExtension
string
type FileExtension = string
ShaderDesigner
struct
type ShaderDesigner struct {
// Has unexported fields.
}
ShaderDesigner.ChangeWindowState
func (win *ShaderDesigner) ChangeWindowState(state ShaderDesignerState)
ShaderDesigner.Close
func (win *ShaderDesigner) Close()
ShaderDesigner.Destroy
func (s *ShaderDesigner) Destroy()
ShaderDesigner.Document
func (s *ShaderDesigner) Document() *document.Document
ShaderDesigner.Initialize
func (s *ShaderDesigner) Initialize(host *engine.Host, uiMan *ui.Manager, pfs *project_file_system.FileSystem, cache *content_database.Cache)
ShaderDesigner.Reload
func (s *ShaderDesigner) Reload()
ShaderDesigner.ShowMaterialWindow
func (win *ShaderDesigner) ShowMaterialWindow(id string, data rendering.MaterialData)
ShaderDesigner.ShowPipelineWindow
func (win *ShaderDesigner) ShowPipelineWindow(id string, data rendering.ShaderPipelineData)
ShaderDesigner.ShowRenderPassWindow
func (win *ShaderDesigner) ShowRenderPassWindow(id string, data rendering.RenderPassData)
ShaderDesigner.ShowShaderWindow
func (win *ShaderDesigner) ShowShaderWindow(id string, data rendering.ShaderData)
ShaderDesignerMaterial
struct
type ShaderDesignerMaterial struct {
rendering.MaterialData
// Has unexported fields.
}
ShaderDesignerRenderPass
struct
type ShaderDesignerRenderPass struct {
rendering.RenderPassData
// Has unexported fields.
}
ShaderDesignerShader
struct
type ShaderDesignerShader struct {
rendering.ShaderData
// Has unexported fields.
}
ShaderDesignerShaderPipeline
struct
type ShaderDesignerShaderPipeline struct {
rendering.ShaderPipelineData
// Has unexported fields.
}
ShaderDesignerState
int
type ShaderDesignerState = int