Expand description
Astrelis Render - Modular rendering framework for Astrelis
This crate provides:
- Graphics context management
- Window rendering contexts
- Frame and render pass management
- Compute pass management
- Framebuffer abstraction for offscreen rendering
- Render target abstraction (Surface/Framebuffer)
- Blend mode presets for common scenarios
- GPU feature detection and management
- Indirect draw buffer support for GPU-driven rendering
- Texture blitting for fullscreen quad rendering
- Sprite sheet support for animations
- Low-level extensible Renderer for WGPU resource management
- Building blocks for higher-level renderers (TextRenderer, SceneRenderer, etc.)
Re-exports§
pub use wgpu;
Structs§
- Blit
Options - Options for configuring the blit renderer.
- Blit
Renderer - A renderer for blitting textures to the screen.
- Color
- Color represented as RGBA (0.0 - 1.0).
- Compute
Pass - A compute pass wrapper that automatically returns the encoder to the frame context.
- Compute
Pass Builder - Builder for creating compute passes.
- Compute
Pipeline Builder - Builder for creating a compute pipeline with common defaults.
- Dispatch
Indirect - Indirect dispatch command.
- Draw
Indexed Indirect - Indirect draw command for indexed geometry.
- Draw
Indirect - Indirect draw command for non-indexed geometry.
- Frame
Context - Context for a single frame of rendering.
- Frame
Stats - Statistics for a rendered frame.
- Framebuffer
- An offscreen render target with optional depth and MSAA attachments.
- Framebuffer
Builder - Builder for creating framebuffers with optional attachments.
- GpuFeatures
- GPU features that can be requested or required.
- Graphics
Context - A globally shared graphics context.
- Graphics
Context Descriptor - Descriptor for configuring graphics context creation.
- Indirect
Buffer - A type-safe GPU buffer for indirect draw commands.
- Pending
Reconfigure - Render
Pass - A render pass wrapper that automatically returns the encoder to the frame context.
- Render
Pass Builder - Builder for creating render passes.
- Render
Pipeline Builder - Builder for creating a render pipeline with common defaults.
- Renderable
Window - A renderable window that combines a window with a rendering context.
- Renderer
- Low-level extensible renderer that simplifies WGPU resource management.
- Sprite
Animation - Animation state for cycling through sprite sheet frames.
- Sprite
Sheet - A sprite sheet containing uniformly-sized sprites in a grid layout.
- Sprite
Sheet Descriptor - Descriptor for creating a sprite sheet.
- SpriteUV
- UV coordinates for a sprite (normalized 0-1 range).
- Surface
- Surface texture and view for rendering.
- Texture
Uploader - Helper to upload texture data from CPU to GPU.
- Viewport
- Viewport definition for rendering.
- Window
Context - Window rendering context that manages a surface and its configuration.
- Window
Context Descriptor - Descriptor for configuring a window’s rendering context.
Enums§
- Blend
Mode - Predefined blend modes for common use cases.
- ClearOp
- Clear operation for a render pass.
- Depth
Clear Op - Depth clear operation for a render pass.
- Feature
Support Result - Result of checking feature support.
- Render
Target - A render target that can be either a window surface or an offscreen framebuffer.
Constants§
- DEPTH_
FORMAT - Depth format used by framebuffers.
Traits§
- Compute
Pass Ext - Helper trait for creating compute passes from FrameContext.
- Indirect
Command - Marker trait for indirect draw command types.
- Render
Pass Ext - Helper trait for creating render passes with common configurations.
- Render
Pass Indirect Ext - Extension trait for render passes to use indirect buffers.
- Render
Pass Multi Draw Indirect Ext - Extension trait for multi-draw indirect operations.