modules.render.ubo#
- class modules.render.ubo.BatchBlock#
Bases:
Structure- baseInstance#
Structure/Union member
- instanceCount#
Structure/Union member
- meshNodeMatrixId#
Structure/Union member
- pad1#
Structure/Union member
- class modules.render.ubo.DrawElementsIndirectCommand#
Bases:
Structure- baseInstance#
Structure/Union member
- baseVertex#
Structure/Union member
- count#
Structure/Union member
- firstIndex#
Structure/Union member
- instanceCount#
Structure/Union member
- class modules.render.ubo.GameObjectBlock#
Bases:
Structure- enabled#
Structure/Union member
- model#
Structure/Union member
- model_index#
Structure/Union member
- pad2#
Structure/Union member
- physic_visual#
Structure/Union member
- class modules.render.ubo.InstanceBlock#
Bases:
Structure- ObjectId#
Structure/Union member
- pad0#
Structure/Union member
- pad1#
Structure/Union member
- class modules.render.ubo.MeshNodeBlock#
Bases:
Structure- baseVertex#
Structure/Union member
- firstIndex#
Structure/Union member
- material#
Structure/Union member
- max_aabb#
Structure/Union member
- min_aabb#
Structure/Union member
- model#
Structure/Union member
- num_indices#
Structure/Union member
- class modules.render.ubo.ModelBlock#
Bases:
Structure- nodeCount#
Structure/Union member
- nodeOffset#
Structure/Union member
- pad0#
Structure/Union member
- pad1#
Structure/Union member
- class modules.render.ubo.ObjectBlock#
Bases:
Structure- gameObjectMatrixId#
Structure/Union member
- material#
Structure/Union member
- meshNodeMatrixId#
Structure/Union member
- model#
Structure/Union member
- pad2#
Structure/Union member
- class modules.render.ubo.UBO(context)#
Bases:
object- class GpuBuffer(max_elements, element_type, target, buffer_type=<class 'ctypes.c_float'>)#
Bases:
object- __init__(max_elements, element_type, target, buffer_type=<class 'ctypes.c_float'>)#
- bind_base(binding: int = 0)#
- bind_buffer(binding: int = 0)#
- clear(value=0)#
- upload(num_elements)#
- class LightUBO(shader: Shader, block_name: str = 'Lights')#
Bases:
object- LIGHT_STRUCT = Struct('4f 4f 4f')#
- class Light#
Bases:
TypedDict- color: list[float]#
- intensity: float#
- origin: list[float]#
- radius: int#
- rotation: list[float]#
- t: int#
- MAX_LIGHTS = 64#
- bind(binding: int = 0)#
- update(num_lights: int)#
- class MaterialSSBOBindless(context)#
Bases:
object- MAX_MATERIALS = 2096#
- STRUCT_LAYOUT = Struct('QQQQQiI')#
- __init__(context)#
- bind(binding: int = 0)#
- class MaterialUBO(context, shader: Shader, block_name: str = 'Material')#
Bases:
object- MAX_MATERIALS = 2096#
- STRUCT_LAYOUT = Struct('4f')#
- bind(binding: int = 0)#
- __init__(context)#
Renderer backend, creating window instance, openGL, FBO’s, shaders and rendertargets
- Parameters:
context (EmberEngine) – This is the main context of the application
- initialize()#