Options used to Find and load a GPU Adapter to render from.
Area Lights rendered in the light system.
Atlas Layer within an [AtlasSet].
This Keeps track of the Individual Texture Layer.
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.
View Bounds
::::Used For::::
Clipping Text, Within Text internally.
Clipping objects, Using Rendering Scissor.
Checking Coords.
GPU Buffer Management Struct. Used to keep track of Counts, Length and The Buffer in the GPU.
Hold for the Layouts in memory version of Vertex’s, indices or Index’s.
Data of Each object within the same Layout.
Pass of Data from a Vertex or Static Vertex used to Set the
renderers Vertex and Index buffer Objects.
BufferStore is Storage used to hold and modify the byte arrays that get sent to the GPU.
Text color
Directional Lights rendered in the light system.
Draw Order in which Buffers are sorted by for optimal rendering.
Parameters for the fill tessellator.
Basic and Fast Image Rendering Type. Best used for Sprites and Objects in the world.
Instance Buffer Setup for
Image.
Vertex Details for
crate::Image that matches the Shaders Vertex Layout.
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.
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.
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.
The actual data stored in a
Key.
Instance Buffer Setup for
Lights.
Rendering data for world Light and all Lights.
Vertex Details for
crate::Lights that matches the Shaders Vertex Layout.
Handler for rendering Map to GPU.
Instance Buffer Setup for
Map’s.
Vertex Details for
crate::Map that matches the Shaders Vertex Layout.
A 4x4 column major matrix.
2D Meshs to render to screen.
Mesh2D based on ggez Meshbuilder.
Vertex Details for
crate::Mesh2D that matches the Shaders Vertex Layout.
OrderIndex Contains the information needed to Order the buffers and
to set the buffers up for rendering.
A quaternion representing an orientation.
Rectangle to render to screen.
Can contain a Images otherwise just colors.
Instance Buffer Setup for
Rect’s.
Vertex Details for
crate::Rect that matches the Shaders Vertex Layout.
StaticVertexBuffer holds premade vbo and ibo buffers that can be reused between
InstanceBuffered Objects. This Decreases GPU memory and boosts speed.
Parameters for the tessellator.
System handler that keeps track of Data needed for the shaders struct Global.
System Layout send to all the Shaders for struct Global.
Text to render to screen.
Text text and Emoji AtlasSet holder.
Instance Buffer Setup for
Text.
Vertex Details for
crate::Text that matches the Shaders Vertex Layout.
Holds the Textures information for Uploading to the GPU.
Used to map the tile in the tilesheet back visually
this is only needed for the Editor.
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.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
Preset Vertex layout for reuse.
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.
Text visible width and lines details