Shader when implemented can be used in the RenderSystem as an OpenGl Shader. Setup holds the actual OpenGL shader data, and prepares any matrices and OpenGL calls for use. Pre is called just before the Draw step. Draw is the Draw step. Post is called just after the Draw step.
| 64 | // |
| 65 | // Post is called just after the Draw step. |
| 66 | type Shader interface { |
| 67 | Setup(*ecs.World) error |
| 68 | Pre() |
| 69 | Draw(*RenderComponent, *SpaceComponent) |
| 70 | Post() |
| 71 | SetCamera(*CameraSystem) |
| 72 | } |
| 73 | |
| 74 | // CullingShader when implemented can be used in the RenderSystem to test if an entity should be rendered. |
| 75 | type CullingShader interface { |
no outgoing calls
no test coverage detected