Crate amethyst_renderer[][src]

A data parallel rendering engine developed by the Amethyst project. The source code is available for download on GitHub. See the online book for a complete guide to using Amethyst.

Modules

error

Renderer error types.

mouse

Util functions that change how the mouse moves and looks.

pipe

Renderer pipeline configuration.

Structs

ActiveCamera

Active camera resource, used by the renderer to choose which camera to get the view matrix from. If no active camera is found, the first camera will be used as a fallback.

ActiveCameraPrefab

Active camera prefab

AmbientColor

The ambient color of a scene

AnimatedComboMeshCreator

Mesh creator for VertexBufferCombination.

Blend
BlendChannel
BmpFormat

Allows loading of BMP files.

Camera

Camera struct.

ColorBuffer

Target color buffer.

ColorMask
ComboMeshCreator

Mesh creator for VertexBufferCombination.

Data
DepthBuffer

Target depth-stencil buffer.

DirectionalLight

A directional light source.

DisplayConfig

Structure for holding the renderer configuration.

DrawFlat

Draw mesh without lighting V is VertexFormat

DrawFlatSeparate

Draw mesh without lighting

DrawPbm

Draw mesh with physically based lighting V is VertexFormat

DrawPbmSeparate

Draw mesh with physically based lighting

DrawShaded

Draw mesh with simple lighting technique V is VertexFormat

DrawShadedSeparate

Draw mesh with simple lighting technique

Effect
EffectBuilder
GraphicsPrefab

PrefabData for loading graphics, ie Mesh + Material

ImageData

ImageData provided by formats, can be interpreted as a texture.

Init

FIXME: Cannot Deserialize for some reason.

InternalShape

Internal Shape, used for transformation from genmesh to MeshData

JointTransforms

Transform storage for the skin, should be attached to all mesh entities that use a skin

JointTransformsPrefab

Prefab for JointTransforms

JpgFormat

Allows loading of jpg or jpeg files.

KeyboardInput

Describes a keyboard input event.

LightPrefab

Prefab for lighting

Material

Material struct.

MaterialDefaults

A resource providing default textures for Material. These will be be used by the renderer in case a texture handle points to a texture which is not loaded already. Additionally, you can use it to fill up the fields of Material you don't want to specify.

MaterialPrefab

PrefabData for loading Materials

MaterialTextureSet

Textures used by texture animations

Mesh

Represents a polygonal mesh.

MeshBuilder

Builds new meshes.

Meta
NewEffect
ObjFormat

Allows loading from Wavefront files see: https://en.wikipedia.org/wiki/Wavefront_.obj_file

Pipeline

Defines how the rendering pipeline should be configured.

PipelineBuilder

Constructs a new pipeline with the given render targets and layers.

PngFormat

Allows loading of PNG files.

PointLight

A point light source. Uses the Transform set of components for positioning, and requires a GlobalTransform component to be included in rendering.

PosColor

Vertex format with position and RGBA8 color attributes.

PosNormTangTex

Vertex format with position, normal, and UV texture coordinate attributes.

PosNormTex

Vertex format with position, normal, and UV texture coordinate attributes.

PosTex

Vertex format with position and UV texture coordinate attributes.

RenderBundle

Rendering bundle

RenderSystem

Rendering system.

Renderer

Generic renderer.

Rgba

An RGBA color value.

ScreenDimensions

World resource that stores screen dimensions.

Separate

Vertex format for attributes in separate buffers

ShapePrefab

Prefab for generating Mesh from basic shapes

ShapeUpload

SystemData needed to upload a Shape directly to create a MeshHandle

SpotLight

A spot light source.

Sprite

A description of a frame in a sprite sheet.

SpriteRenderData

SystemData containing the data necessary to handle new rendered sprites

SpriteSheet

Meta data for a sprite sheet texture.

Stage

A stage in the rendering pipeline.

StageBuilder

Constructs a new rendering stage.

SunLight

A realistic disk-shaped sun light source.

Target

A render target.

TargetBuilder

Builds new render targets.

Texture

Handle to a GPU texture resource.

TextureBuilder

Builds new textures.

TextureMetadata

Texture metadata, used while loading

TextureOffset

Material reference this part of the texture

Transparent

Transparent mesh component

VertexBuffer

Raw buffer with its attributes

Visibility

Resource for controlling what entities should be rendered, and whether to draw them ordered or not, which is useful for transparent surfaces.

VisibilitySortingSystem

Determine what entities are visible to the camera, and which are not. Will also sort transparent entities back to front based on distance from camera.

WindowMessages

This specs resource with id 0 permits sending commands to the renderer internal window.

Enums

BlendValue
CameraPrefab

Projection prefab

Color

Type for color attribute of vertex

DepthMode
ElementState

Describes the input state of a key.

Equation
Event

Describes a generic event.

Factor
ImageError

Error.

JointIds

Type for joint ids attribute of vertex

JointWeights

Type for joint weights attribute of vertex

Light

A light source.

MeshData

Mesh data for loading

MouseButton

Describes a button of a mouse controller.

Normal

Type for texture coord attribute of vertex

Position

Type for position attribute of vertex

Projection

The projection mode of a Camera.

Shape

Shape generators

Tangent

Type for tangent attribute of vertex

TexCoord

Type for texture coord attribute of vertex

TextureData

Texture data for loading

TextureFormat

Aggregate texture format

TexturePrefab

PrefabData for loading Textures.

VirtualKeyCode

Symbolic name for a keyboard key.

WindowEvent

Describes an event from a Window.

Constants

ALPHA

When combining two fragments, add the value of the source times its alpha channel with the value of the destination multiplied by the inverse of the source alpha channel. Has the usual transparency effect: mixes the two colors using a fraction of each one specified by the alpha of the source.

REPLACE

When combining two fragments, choose the source value

Traits

Attribute

Trait for vertex attributes to implement

MeshCreator

Trait used by the asset processor to convert any user supplied mesh representation into an actual Mesh.

PipelineBuild
PipelineData

The data requested from the specs::World by the Pipeline.

PolyPipeline

Trait used for the pipeline.

PolyStage

A stage in the rendering. Contains multiple passes.

PolyStages
Query

Allows to query specific Attributes of VertexFormat

VertexFormat

Trait implemented by all valid vertex formats.

With

Trait implemented by all valid vertex formats for each field

WithSpriteRender

An easy way to attach and display a sprite when building an entity

Functions

build_mesh_with_combo

Build Mesh with vertex buffer combination

create_mesh_asset

Create mesh

create_texture_asset

Create a texture asset.

vertex_data

Construct new vertex data from raw data and vertex format

Type Definitions

AnimatedVertexBufferCombination

Animation vertex combo

AttributeFormat

Format for vertex attribute

Attributes

Slice of attributes

Encoder

Command buffer encoder type.

Factory

Graphics factory type.

MeshHandle

A handle to a mesh.

PipelineState

Statically-typed pipeline state object (PSO).

Resources

Graphics resource type.

SpriteSheetHandle

An asset handle to sprite sheet metadata.

Targets

A hash map containing named render targets.

TextureHandle

A handle to a Texture asset.

VertexBufferCombination

Vertex combo