Package-level declarations

Types

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interface AttenuatedLight
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abstract class Camera : Entity
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abstract class ColorBufferFacetCombiner(facets: Set<FacetType>, targetOutput: String, val format: ColorFormat, val type: ColorType, val blendMode: BlendMode = BlendMode.BLEND) : FacetCombiner
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data class ContextKey(val materialContext: MaterialContext, val primitiveContext: PrimitiveContext) : Record
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abstract class CubemapProbe : Entity
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data class CubemapReflection(var cubemap: Cubemap? = null)
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class DirectionalLight(var direction: Vector3 = -Vector3.UNIT_Z, var shadows: Shadows = Shadows.None) : Light, ShadowLight
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sealed class Entity
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abstract class FacetCombiner(val facets: Set<FacetType>, val targetOutput: String)
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interface Feature
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class FilterPostStep<T : Filter>(val outputScale: Double, val filter: T, val inputs: List<String>, val output: String, val outputFormat: ColorFormat, val outputType: ColorType, val update: T.(PostContext) -> Unit? = null) : PostStep
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class FilterPostStepBuilder<T : Filter>(val filter: T)
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data class Fog(var color: ColorRGBa = ColorRGBa.WHITE, var end: Double = 100.0) : Entity
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class FunctionPostStep(val function: (MutableMap<String, ColorBuffer>) -> Unit) : PostStep
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class Geometry(val vertexBuffers: List<VertexBuffer>, val indexBuffer: IndexBuffer?, val primitive: DrawPrimitive, val offset: Int, val vertexCount: Int)
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class HemisphereLight(var direction: Vector3 = Vector3.UNIT_Y, var upColor: ColorRGBa = ColorRGBa.WHITE, var downColor: ColorRGBa = ColorRGBa.BLACK) : Light
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class InstancedMesh(primitives: List<MeshPrimitive>, var instances: Int, var attributes: List<VertexBuffer>) : MeshBase
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abstract class Light : Entity
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data class LightContext(val lights: List<NodeContent<Light>>, val shadowMaps: Map<ShadowLight, RenderTarget>) : Record
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interface Material
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data class MaterialContext(val pass: RenderPass, val lights: List<NodeContent<Light>>, val fogs: List<NodeContent<Fog>>, val shadowMaps: Map<ShadowLight, RenderTarget>, val meshCubemaps: Map<Mesh, Cubemap>, val irradianceProbeCount: Int)
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class Mesh(primitives: List<MeshPrimitive>) : MeshBase
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abstract class MeshBase(var primitives: List<MeshPrimitive>) : Entity
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class MeshPrimitive(var geometry: Geometry, var material: Material)
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class MeshPrimitiveInstance(val primitive: MeshPrimitive, val instances: Int, val attributes: List<VertexBuffer>)
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class ModelCoordinates(texture: ColorBuffer, var input: String = "va_texCoord0.xy", var tangentInput: String? = null, textureFunction: TextureFunction = TextureFunction.TILING, var pre: String? = null, var post: String? = null) : TextureFromColorBuffer
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class NodeContent<T>(val node: SceneNode, val content: T)
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class PathMesh(var paths: MutableList<Path3D>, var material: Material, var weight: Double) : Entity
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class PointLight(var constantAttenuation: Double = 1.0, var linearAttenuation: Double = 0.0, var quadraticAttenuation: Double = 1.0) : Light
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data class PostContext(val lightContext: LightContext, val inverseViewMatrix: Matrix44) : Record
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interface PostStep
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data class PrimitiveContext(val hasNormalAttribute: Boolean, val hasSkinning: Boolean) : Record
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class RenderContext(val lights: List<NodeContent<Light>>, val meshes: List<NodeContent<Mesh>>, val skinnedMeshes: List<NodeContent<SkinnedMesh>>, val instancedMeshes: List<NodeContent<InstancedMesh>>, val pathMeshes: List<NodeContent<PathMesh>>, val fogs: List<NodeContent<Fog>>)
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data class RenderPass(val combiners: List<FacetCombiner>, val renderOpaque: Boolean = true, val renderTransparent: Boolean = false, val depthWrite: Boolean = true, val multisample: BufferMultisample = BufferMultisample.Disabled, val skipTarget: Boolean = false) : Record
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class Scene(val root: SceneNode = SceneNode(), val dispatcher: Dispatcher = Dispatcher())
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open class SceneNode
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interface ShadowLight
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sealed class Shadows
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class SkinnedMesh(primitives: List<MeshPrimitive>, val joints: List<SceneNode>, val skeleton: SceneNode, val inverseBindMatrices: List<Matrix44>) : MeshBase
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class SpotLight(var direction: Vector3 = -Vector3.UNIT_Z, var innerAngle: Double = 45.0, var outerAngle: Double = 90.0) : Light, ShadowLight, AttenuatedLight
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data class SubsurfaceScatter(var enabled: Boolean)
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class Texture(var source: TextureSource, var target: TextureTarget)
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abstract class TextureFromColorBuffer(var texture: ColorBuffer, var textureFunction: TextureFunction) : TextureSource
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sealed class TextureSource
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sealed class TextureTarget
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class Triplanar(texture: ColorBuffer, var scale: Double = 1.0, var offset: Vector3 = Vector3.ZERO, var sharpness: Double = 2.0, textureFunction: TextureFunction = TextureFunction.TILING, var pre: String? = null, var post: String? = null) : TextureFromColorBuffer
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Properties

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Functions

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fun RenderPass.createPassTarget(width: Int, height: Int, depthFormat: DepthFormat = DepthFormat.DEPTH24, multisample: BufferMultisample = this.multisample): RenderTarget
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fun <P : Entity> SceneNode.findContent(selector: Entity.() -> P?): List<NodeContent<P>>
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fun Shadows.fs(index: Int): String
fun Shadows.PCF.fs(index: Int): String
fun Shadows.VSM.fs(index: Int): String
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fun postStep(function: (MutableMap<String, ColorBuffer>) -> Unit): PostStep
fun <T : Filter> postStep(filter: T, configure: FilterPostStepBuilder<T>.() -> Unit): PostStep
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fun <P> SceneNode.scan(initial: P, scanner: SceneNode.(P) -> P)
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fun SceneNode.visit(visitor: SceneNode.() -> Unit)