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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