Re-exports§
pub use self::bound::Bound;pub use self::consts::Consts;pub use self::instances::Instances;pub use self::mesh::Mesh;pub use self::mesh::Quad;pub use self::mesh::Tri;pub use self::model::DynamicModel;pub use self::model::Model;pub use self::model::SubModel;pub use self::pipelines::FigureSpriteAtlasData;pub use self::pipelines::GlobalModel;pub use self::pipelines::Globals;pub use self::pipelines::GlobalsBindGroup;pub use self::pipelines::GlobalsLayouts;pub use self::pipelines::Light;pub use self::pipelines::Shadow;pub use self::pipelines::TerrainAtlasData;pub use self::pipelines::clouds::Locals as CloudsLocals;pub use self::pipelines::debug::DebugLayout;pub use self::pipelines::debug::DebugPipeline;pub use self::pipelines::debug::Locals as DebugLocals;pub use self::pipelines::debug::Vertex as DebugVertex;pub use self::pipelines::figure::BoneData as FigureBoneData;pub use self::pipelines::figure::BoneMeshes;pub use self::pipelines::figure::FigureLayout;pub use self::pipelines::figure::FigureModel;pub use self::pipelines::figure::Locals as FigureLocals;pub use self::pipelines::fluid::Vertex as FluidVertex;pub use self::pipelines::lod_object::Instance as LodObjectInstance;pub use self::pipelines::lod_object::Vertex as LodObjectVertex;pub use self::pipelines::lod_terrain::LodData;pub use self::pipelines::lod_terrain::Vertex as LodTerrainVertex;pub use self::pipelines::particle::Instance as ParticleInstance;pub use self::pipelines::particle::Vertex as ParticleVertex;pub use self::pipelines::postprocess::Locals as PostProcessLocals;pub use self::pipelines::rain_occlusion::Locals as RainOcclusionLocals;pub use self::pipelines::shadow::Locals as ShadowLocals;pub use self::pipelines::shadow::PointLightMatrix;pub use self::pipelines::skybox::Vertex as SkyboxVertex;pub use self::pipelines::skybox::create_mesh as create_skybox_mesh;pub use self::pipelines::sprite::Instance as SpriteInstance;pub use self::pipelines::sprite::SpriteGlobalsBindGroup;pub use self::pipelines::sprite::SpriteVerts;pub use self::pipelines::sprite::VERT_PAGE_SIZE as SPRITE_VERT_PAGE_SIZE;pub use self::pipelines::sprite::Vertex as SpriteVertex;pub use self::pipelines::terrain::Locals as TerrainLocals;pub use self::pipelines::terrain::TerrainLayout;pub use self::pipelines::terrain::Vertex as TerrainVertex;pub use self::pipelines::trail::Vertex as TrailVertex;pub use self::pipelines::ui::BoundLocals as UiBoundLocals;pub use self::pipelines::ui::Locals as UiLocals;pub use self::pipelines::ui::Mode as UiMode;pub use self::pipelines::ui::TextureBindGroup as UiTextureBindGroup;pub use self::pipelines::ui::UploadBatchId as UiUploadBatchId;pub use self::pipelines::ui::Vertex as UiVertex;pub use self::pipelines::ui::create_quad as create_ui_quad;pub use self::pipelines::ui::create_quad_vert_gradient as create_ui_quad_vert_gradient;pub use self::pipelines::ui::create_tri as create_ui_tri;pub use self::renderer::AltIndices;pub use self::renderer::CullingMode;pub use self::renderer::Renderer;pub use self::texture::Texture;
Modules§
Structs§
- Bloom
Config - Bloom settings
- Buffer
- Debug
Drawer - Debug
Shadow Drawer - Drawer
- Experimental
Shader Iter - An iterator over the variants of ExperimentalShader
- Figure
Drawer - Figure
Shadow Drawer - First
Pass Drawer - Other
Modes 🔒 - Other render modes that don’t effect pipelines
- Particle
Drawer - Pipeline
Modes - Render modes that require pipeline recreation (e.g. shader recompilation) when changed
- Prepared
UiDrawer - Render
Mode - Render modes
- Shadow
MapMode - Shadow map settings.
- Shadow
Pass Drawer - Sprite
Drawer - Terrain
Drawer - Terrain
Shadow Drawer - Third
Pass Drawer - Third pass: postprocess + ui
- Trail
Drawer - Transparent
Pass Drawer - UiDrawer
- Upscale
Mode - Upscale mode settings.
- Volumetric
Pass Drawer
Enums§
- AaMode
- Anti-aliasing modes
- Address
Mode - How edges should be handled in texture addressing.
- Bloom
Factor - Bloom factor Controls fraction of output image luminosity that is blurred bloom
- Bloom
Mode - Cloud
Mode - Cloud modes
- Experimental
Shader - Experimental shader modes.
- Filter
Mode - Texel mixing mode when sampling between texels.
- Fluid
Mode - Fluid modes
- Lighting
Mode - Lighting modes
- Present
Mode - Present modes See https://docs.rs/wgpu/0.7.0/wgpu/enum.PresentMode.html
- Reflection
Mode - Reflection modes
- Render
Error - Used to represent one of many possible errors that may be omitted by the rendering subsystem.
- Shadow
Mode - Shadow modes
Constants§
- UI_
PREMULTIPLY_ PASS - Gpu timing label prefix associated with the UI alpha premultiplication pass.