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§
- Adapter
Options - Options used to Find and load a GPU Adapter to render from.
- Allocation
guillotiere::Allocationhandler forcrate::AtlasSet.- Allocator
guillotiere::AtlasAllocatorhandler forcrate::AtlasSet.- Anim
Image - Basic and Fast AnimImage Rendering Type. Best used for Sprites and Objects in the world.
- Anim
Image Render Pipeline crate::AnimImageRenderPipeline Layout- Anim
Image Renderer - Instance Buffer Setup for
AnimImage. - Anim
Image Vertex - Vertex Details for
crate::AnimImagethat matches the Shaders Vertex Layout. - Area
Light - Area Lights rendered in the light system.
- Area
Light Layout - Uniform Layout for crate::AreaLight`.
- Area
Light Raw - 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. - Atlas
Set - 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.
- Buffer
Data - Hold for the Layouts in memory version of Vertex’s, indices or Index’s. Data of Each object within the same Layout.
- Buffer
Pass - Pass of Data from a Vertex or Static Vertex used to Set the renderers Vertex and Index buffer Objects.
- Buffer
Store - BufferStore is Storage used to hold and modify the byte arrays that get sent to the GPU.
- Color
- Text color
- DirLight
Layout - Uniform Layout for crate::DirectionalLight`.
- Directional
Light - Directional Lights rendered in the light system.
- Directional
Light Raw - Uniform Details for crate::DirectionalLight` that matches the Shaders Uniform Layout.
- Draw
Order - Draw Order in which Buffers are sorted by for optimal rendering.
- Enabled
Pipelines - Used to deturmine which Pipelines to enable when using the Renderer.
- Fill
Options - Parameters for the fill tessellator.
- GpuDevice
- Handles the
wgpu::Deviceandwgpu::Queuereturned from WGPU. - GpuRenderer
- Handles the
GpuWindow,GpuDeviceandBufferStore’s. Also handles other information important to Rendering to the GPU. - GpuWindow
- Handles the
wgpu::Adapter,wgpu::Surface,Window. Also used to Keep track ofwgpu::TextureFormat,wgpu::SurfaceConfigurationandWindowSizes. - Image
- Basic and Fast Image Rendering Type. Best used for Sprites and Objects in the world.
- Image
Render Pipeline crate::ImageRenderPipeline Layout- Image
Renderer - Instance Buffer Setup for
Image. - Image
Vertex - Vertex Details for
crate::Imagethat matches the Shaders Vertex Layout. - Index
Details - 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 - 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.
- Instance
Details - 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. - Layout
Storage wgpu::BindGroupLayoutStorage within a HashMap- Light
Render Pipeline crate::LightsRenderPipeline Layout- Light
Renderer - Instance Buffer Setup for
Lights. - Lights
- Rendering data for world Light and all Lights.
- Lights
Vertex - Vertex Details for
crate::Lightsthat 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.
- MapRender
Pipeline crate::MapRenderPipeline Layout- MapRenderer
- Instance Buffer Setup for
Map’s. - MapZ
Layers - Mat4
- A 4x4 column major matrix.
- Mesh2D
- 2D Meshs to render to screen.
- Mesh2D
Builder Mesh2Dbased on ggez Meshbuilder.- Mesh2D
Render Pipeline crate::Mesh2DRenderPipeline Layout- Mesh2D
Renderer - Mesh2D
Vertex - Vertex Details for
crate::Mesh2Dthat matches the Shaders Vertex Layout. - Ordered
Index - OrderIndex Contains the information needed to Order the buffers and to set the buffers up for rendering.
- Other
Error - Pipeline
Storage wgpu::RenderPipelineStorage using a hashmap.- Quat
- A quaternion representing an orientation.
- Rect
- Rectangle to render to screen. Can contain a Images otherwise just colors.
- Rect
Render Pipeline crate::RectRenderPipeline Layout- Rect
Renderer - Instance Buffer Setup for
Rect’s. - Rect
Vertex - Vertex Details for
crate::Rectthat matches the Shaders Vertex Layout. - Static
Vertex Buffer - StaticVertexBuffer holds premade vbo and ibo buffers that can be reused between InstanceBuffered Objects. This Decreases GPU memory and boosts speed.
- Stroke
Options - Parameters for the tessellator.
- System
- System handler that keeps track of Data needed for the shaders struct Global.
- System
Layout - System Layout send to all the Shaders for struct Global.
- Text
- Text to render to screen.
- Text
Atlas Texttext and Emoji AtlasSet holder.- Text
Options TextOption Handler forText::measure_string.- Text
Render Pipeline crate::TextRenderPipeline Layout- Text
Renderer - Instance Buffer Setup for
Text. - Text
Vertex - Vertex Details for
crate::Textthat matches the Shaders Vertex Layout. - Texture
- Holds the Textures information for Uploading to the GPU.
- Texture
Group crate::AtlasSetrendering TextureGroup- Texture
Layout crate::AtlasSetrendering Layout- Tile
- Used to map the tile in the tilesheet back visually this is only needed for the Editor.
- Tile
Builder - Used to map the tile in the tilesheet back visually this is only needed for the Editor.
- Tile
Data - Tile
Sheet - 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.
- Tile
Vertex - Vertex Details for
crate::Mapthat 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.
- Vertex
Buffer - 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.
- Vertex
Builder - Vertex Builder details
crate::Mesh2DBuilder. - Visible
Details Textvisible width and lines details
Enums§
- Adapter
Power Settings - Our own Adapter Power Settings.
Not to be confused with
wgpu::PowerPreference. - Camera
Type - Type of Camera to use within the Shader per rendered Object.
- Draw
Mode - Mode in how we will Create the Mesh’s vertex layout.
- Flip
Style - Type of Texture Flipping in shader.
- Graphics
Error - 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§
- Adapter
Ext - Trait used to Allow the
wgpu::Adapterto Create aGpuRenderer. - AsBuffer
Pass - Trait used to create Passing
BufferPassfrom their Structs. - Buffer
Layout - Instance
Ext - Trait used to Allow the
wgpu::Instanceto Create aGpuRenderer. And get Adapters. - Layout
- Trait used to Create and Store
wgpu::BindGroupLayoutwithin a HashMap. - Pass
- The
Passtrait represents either a render or compute pass. This way the passes can be implemented in a modular way. - Pipe
Line Layout - Trait used to Create and Load
wgpu::RenderPipelineto and from a HashMap. - Render
Anim Image - Trait used to Grant Direct
AnimImageRendering towgpu::RenderPass - Render
Image - Trait used to Grant Direct
ImageRendering towgpu::RenderPass - Render
Lights - Trait used to Grant Direct
LightsRendering towgpu::RenderPass - Render
Map - Trait used to Grant Direct
MapRendering towgpu::RenderPass - Render
Mesh2D - Trait used to Grant Direct
Mesh2DRendering towgpu::RenderPass - Render
Rects - Trait used to Grant Direct
RectRendering towgpu::RenderPass - Render
Text - Trait used to Grant Direct
TextRendering towgpu::RenderPass - SetBuffers
- Trait to allow
wgpu::RenderPassto Set the Vertex and Index buffers.
Type Aliases§
- Clipped
Index Details - Clipped buffers Tuple type.
- Clipped
Instance Details - Clipped buffers Tuple type.
- Index
- Buffer Index Re-type.