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Module renderer

Module renderer 

Source

Re-exports§

pub use camera::Camera2D;
pub use msdf::MsdfFont;
pub use msdf::MsdfFontStore;
pub use msdf::MsdfGlyph;
pub use shader::ShaderStore;
pub use postprocess::PostProcessPipeline;
pub use radiance::RadiancePipeline;
pub use radiance::RadianceState;
pub use radiance::EmissiveSurface;
pub use radiance::Occluder;
pub use radiance::DirectionalLight;
pub use radiance::SpotLight;

Modules§

camera
font
msdf
postprocess
radiance
Radiance Cascades 2D Global Illumination
shader

Structs§

GpuContext
Holds the wgpu device, queue, surface, and configuration.
LightData
GPU-aligned light data. Each light = 32 bytes (2 x vec4).
LightingState
LightingUniform
GPU uniform for lighting. Total size = 16 + 8*32 = 272 bytes. Must be 16-byte aligned.
PointLight
Renderer
Top-level renderer that owns the GPU context, sprite pipeline, and textures.
SpriteCommand
A sprite draw command queued from TypeScript.
SpritePipeline
TextureStore
Handle-based texture store. Loads PNGs, uploads to GPU, returns opaque handles.
Tilemap
A tile-based map that references a texture atlas. Tile ID 0 = empty (not drawn). IDs 1+ map to atlas positions (1-indexed).
TilemapStore
Manages tilemap instances by ID.

Constants§

MAX_LIGHTS

Type Aliases§

TextureId
Opaque handle to a loaded texture.