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.
This is the bounds used to clip Text.
Text color
Parameters for the fill tessellator.
Handles the Device and Queue returned from WGPU.
Handles the Window, Device and buffer stores.
Handles the Window, Adapter and Surface information.
rendering data for all images.
rendering data for world Light and all Lights.
4 of these per each layer.
Parameters for the tessellator.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
This is the location within the World.
Height is needed to map world to the correct mouse coords.