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 |
Blend | |
BlendChannel | |
BmpFormat |
Allows loading of BMP files. |
Camera |
Camera struct. |
ColorBuffer |
Target color buffer. |
ColorMask | |
ComboMeshCreator |
Mesh creator for |
Data | |
DepthBuffer |
Target depth-stencil buffer. |
DirectionalLight |
A directional light source. |
DisplayConfig |
Structure for holding the renderer configuration. |
DrawFlat |
Draw mesh without lighting
|
DrawFlatSeparate |
Draw mesh without lighting |
DrawPbm |
Draw mesh with physically based lighting
|
DrawPbmSeparate |
Draw mesh with physically based lighting |
DrawShaded |
Draw mesh with simple lighting technique
|
DrawShadedSeparate |
Draw mesh with simple lighting technique |
Effect | |
EffectBuilder | |
GraphicsPrefab |
|
ImageData |
ImageData provided by formats, can be interpreted as a texture. |
Init |
FIXME: Cannot |
InternalShape |
Internal Shape, used for transformation from |
JointTransforms |
Transform storage for the skin, should be attached to all mesh entities that use a skin |
JointTransformsPrefab |
Prefab for |
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 |
MaterialPrefab |
|
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 |
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 |
ShapeUpload |
|
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 |
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 |
|
VirtualKeyCode |
Symbolic name for a keyboard key. |
WindowEvent |
Describes an event from a |
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 |
PipelineBuild | |
PipelineData |
The data requested from the |
PolyPipeline |
Trait used for the pipeline. |
PolyStage |
A stage in the rendering. Contains multiple passes. |
PolyStages | |
Query |
Allows to query specific |
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 |
VertexBufferCombination |
Vertex combo |