Crate ascending_graphics

Crate ascending_graphics 

Source

Re-exports§

pub use camera;
pub use cosmic_text;
pub use glam;
pub use image;
pub use input;
pub use naga;
pub use wgpu;
pub use winit;

Structs§

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 Layout
AnimImageRenderer
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 Layout
ImageRenderer
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 HashMap
LightRenderPipeline
crate::Lights RenderPipeline Layout
LightRenderer
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 Layout
MapRenderer
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 Layout
Mesh2DRenderer
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 Layout
RectRenderer
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 Layout
TextRenderer
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 TextureGroup
TextureLayout
crate::AtlasSet rendering Layout
Tile
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 details

Enums§

AdapterPowerSettings
Our own Adapter Power Settings. Not to be confused with wgpu::PowerPreference.
CameraType
Type of Camera 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.

Constants§

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

Traits§

AdapterExt
Trait used to Allow the wgpu::Adapter to Create a GpuRenderer.
AsBufferPass
Trait used to create Passing BufferPass from their Structs.
BufferLayout
InstanceExt
Trait used to Allow the wgpu::Instance to Create a GpuRenderer. And get Adapters.
Layout
Trait used to Create and Store wgpu::BindGroupLayout within a HashMap.
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.

Type Aliases§

ClippedIndexDetails
Clipped buffers Tuple type.
ClippedInstanceDetails
Clipped buffers Tuple type.
Index
Buffer Index Re-type.