Skip to main content Crate ascending_graphics Copy item path Source pub use camera ;pub use cosmic_text ;pub use glam ;pub use image ;pub use input ;pub use naga ;pub use time ;pub use wgpu ;pub use winit ;AdapterOptions Options used to Find and load a GPU Adapter to render from. Allocation guillotiere::Allocation handler for crate::AtlasSet .Allocator guillotiere::AtlasAllocator handler for crate::AtlasSet .AnimImage Basic and Fast AnimImage Rendering Type. Best used for Sprites and Objects in the world. AnimImageRenderPipeline crate::AnimImage RenderPipeline LayoutAnimImageRenderer Instance Buffer Setup for AnimImage . AnimImageVertex Vertex Details for crate::AnimImage that matches the Shaders Vertex Layout. AreaLight Area Lights rendered in the light system. AreaLightLayout Uniform Layout for crate::AreaLight` . AreaLightRaw Uniform Details for crate::AreaLight` that matches the Shaders Uniform Layout. Atlas Atlas Layer within an [AtlasSet].
This Keeps track of the Individual Texture Layer. AtlasSet AtlasSet is used to hold and contain the data of many Atlas layers.
Each Atlas keeps track of the allocations allowed. Each allocation is a
given Width/Height as well as Position that a Texture image can fit within
the atlas. Bounds View Bounds
::::Used For::::
Clipping Text, Within Text internally.
Clipping objects, Using Rendering Scissor.
Checking Coords. Buffer GPU Buffer Management Struct. Used to keep track of Counts, Length and The Buffer in the GPU. BufferData Hold for the Layouts in memory version of Vertex’s, indices or Index’s.
Data of Each object within the same Layout. BufferPass Pass of Data from a Vertex or Static Vertex used to Set the
renderers Vertex and Index buffer Objects. BufferStore BufferStore is Storage used to hold and modify the byte arrays that get sent to the GPU. Color Text color DirLightLayout Uniform Layout for crate::DirectionalLight` . DirectionalLight Directional Lights rendered in the light system. DirectionalLightRaw Uniform Details for crate::DirectionalLight` that matches the Shaders Uniform Layout. DrawOrder Draw Order in which Buffers are sorted by for optimal rendering. EnabledPipelines Used to deturmine which Pipelines to enable when using the Renderer. FillOptions Parameters for the fill tessellator. GpuDevice Handles the wgpu::Device and wgpu::Queue returned from WGPU. GpuRenderer Handles the GpuWindow , GpuDevice and BufferStore ’s.
Also handles other information important to Rendering to the GPU. GpuWindow Handles the wgpu::Adapter , wgpu::Surface , Window .
Also used to Keep track of wgpu::TextureFormat , wgpu::SurfaceConfiguration
and Window Sizes. Image Basic and Fast Image Rendering Type. Best used for Sprites and Objects in the world. ImageRenderPipeline crate::Image RenderPipeline LayoutImageRenderer Instance Buffer Setup for Image . ImageVertex Vertex Details for crate::Image that matches the Shaders Vertex Layout. IndexDetails Details for the Objects Memory location within the Vertex Buffer and Index Buffers.
This is used to deturmine if the buffers location has changed or not for
reuploading the buffer. InstanceBuffer Instance buffer holds all the Details to render with instances with a Static VBO.
This stores and handles the orders of all rendered objects to try and reduce the amount
of GPU uploads we make. InstanceDetails Details for the Objects Memory location within the instance Buffer.
This is used to deturmine if the buffers location has changed or not for
reuploading the buffer. KeyData The actual data stored in a Key . LayoutStorage wgpu::BindGroupLayout Storage within a HashMapLightRenderPipeline crate::Lights RenderPipeline LayoutLightRenderer Instance Buffer Setup for Lights . Lights Rendering data for world Light and all Lights. LightsVertex Vertex Details for crate::Lights that matches the Shaders Vertex Layout. Map Handler for rendering Map to GPU. MapLayout Uniform Layout for crate::Map` base shared Data. MapRaw Uniform Details for crate::Map` that matches the Shaders Uniform Layout. MapRenderPipeline crate::Map RenderPipeline LayoutMapRenderer Instance Buffer Setup for Map ’s. MapZLayers Mat4 A 4x4 column major matrix. Mesh2D 2D Meshs to render to screen. Mesh2DBuilder Mesh2D based on ggez Meshbuilder.Mesh2DRenderPipeline crate::Mesh2D RenderPipeline LayoutMesh2DRenderer Mesh2DVertex Vertex Details for crate::Mesh2D that matches the Shaders Vertex Layout. OrderedIndex OrderIndex Contains the information needed to Order the buffers and
to set the buffers up for rendering. OtherError PipelineStorage wgpu::RenderPipeline Storage using a hashmap.Quat A quaternion representing an orientation. Rect Rectangle to render to screen.
Can contain a Images otherwise just colors. RectRenderPipeline crate::Rect RenderPipeline LayoutRectRenderer Instance Buffer Setup for Rect ’s. RectVertex Vertex Details for crate::Rect that matches the Shaders Vertex Layout. StaticVertexBuffer StaticVertexBuffer holds premade vbo and ibo buffers that can be reused between
InstanceBuffered Objects. This Decreases GPU memory and boosts speed. StrokeOptions Parameters for the tessellator. System System handler that keeps track of Data needed for the shaders struct Global. SystemLayout System Layout send to all the Shaders for struct Global. Text Text to render to screen. TextAtlas Text text and Emoji AtlasSet holder.TextOptions Text Option Handler for Text::measure_string .TextRenderPipeline crate::Text RenderPipeline LayoutTextRenderer Instance Buffer Setup for Text . TextVertex Vertex Details for crate::Text that matches the Shaders Vertex Layout. Texture Holds the Textures information for Uploading to the GPU. TextureGroup crate::AtlasSet rendering TextureGroupTextureLayout crate::AtlasSet rendering LayoutTile Used to map the tile in the tilesheet back visually
this is only needed for the Editor. TileBuilder Used to map the tile in the tilesheet back visually
this is only needed for the Editor. TileData TileSheet Loads the tiles from a tilesheet into a texture.
If this is used then you can not unload tiles or add new tiles
to any tilesheet loaded in th emiddle other than the very last tilesheet. TileVertex Vertex Details for crate::Map that matches the Shaders Vertex Layout. UVec2 A 2-dimensional vector. UVec3 A 3-dimensional vector. UVec4 A 4-dimensional vector. Vec2 A 2-dimensional vector. Vec3 A 3-dimensional vector. Vec4 A 4-dimensional vector. Vertex Preset Vertex layout for reuse. VertexBuffer VertexBuffer holds all the Details to render with Verticies and indicies.
This stores and handles the orders of all rendered objects to try and reduce the amount
of GPU uploads we make. VertexBuilder Vertex Builder details crate::Mesh2DBuilder . VisibleDetails Text visible width and lines detailsAdapterPowerSettings Our own Adapter Power Settings.
Not to be confused with wgpu::PowerPreference . CameraView Type of Camera view and Scale to use within the Shader per rendered Object. DrawMode Mode in how we will Create the Mesh’s vertex layout. FlipStyle Type of Texture Flipping in shader. GraphicsError MapLayers Shaping The shaping strategy of some text. LOWER_COUNT Generic map lower layers size defaults. will get overridden when using map::new_width MAX_AREA_LIGHTS MAX_DIR_LIGHTS MAX_MAPS Current Max uniform Array size in wgpu shader. TILE_COUNT Generic map upper and lower layer size defaults. will get overridden when using map::new_width UPPER_COUNT Generic map upper layers size defaults. will get overridden when using map::new_width AdapterExt Trait used to Allow the wgpu::Adapter to Create a GpuRenderer . AsBufferPass Trait used to create Passing BufferPass from their Structs. BufferLayout FromParallelIterator FromParallelIterator implements the creation of a collection
from a ParallelIterator . By implementing
FromParallelIterator for a given type, you define how it will be
created from an iterator.IndexedParallelIterator An iterator that supports “random access” to its data, meaning
that you can split it at arbitrary indices and draw data from
those points. InstanceExt Trait used to Allow the wgpu::Instance to Create a GpuRenderer .
And get Adapters. IntoParallelIterator IntoParallelIterator implements the conversion to a ParallelIterator .IntoParallelRefIterator IntoParallelRefIterator implements the conversion to a
ParallelIterator , providing shared references to the data.IntoParallelRefMutIterator IntoParallelRefMutIterator implements the conversion to a
ParallelIterator , providing mutable references to the data.Layout Trait used to Create and Store wgpu::BindGroupLayout within a HashMap. ParallelBridge Conversion trait to convert an Iterator to a ParallelIterator. ParallelDrainFull ParallelDrainFull creates a parallel iterator that moves all items
from a collection while retaining the original capacity.ParallelDrainRange ParallelDrainRange creates a parallel iterator that moves a range of items
from a collection while retaining the original capacity.ParallelExtend ParallelExtend extends an existing collection with items from a ParallelIterator .ParallelIterator Parallel version of the standard iterator trait. ParallelSlice Parallel extensions for slices. ParallelSliceMut Parallel extensions for mutable slices. ParallelString Parallel extensions for strings. Pass The Pass trait represents either a render or compute pass. This way the passes can be
implemented in a modular way. PipeLineLayout Trait used to Create and Load wgpu::RenderPipeline to and from a HashMap. RenderAnimImage Trait used to Grant Direct AnimImage Rendering to wgpu::RenderPass RenderImage Trait used to Grant Direct Image Rendering to wgpu::RenderPass RenderLights Trait used to Grant Direct Lights Rendering to wgpu::RenderPass RenderMap Trait used to Grant Direct Map Rendering to wgpu::RenderPass RenderMesh2D Trait used to Grant Direct Mesh2D Rendering to wgpu::RenderPass RenderRects Trait used to Grant Direct Rect Rendering to wgpu::RenderPass RenderText Trait used to Grant Direct Text Rendering to wgpu::RenderPass SetBuffers Trait to allow wgpu::RenderPass to Set the Vertex and Index buffers. ClippedIndexDetails Clipped buffers Tuple type. ClippedInstanceDetails Clipped buffers Tuple type. Index Buffer Index Re-type.