Crate blue_engine_core Copy item path Source Expand description
pub use imports ::*;
pub use uniform_buffer ::*;
error interal error definitions of the engine header contains all the declarations such as structs, exports, enums, … imports re-exports from dependencies that are useful objects contains the definition for Object type, which is a type that make it easier to manage data for rendering. primitive_shapes contains definition for some 2D and 3D shapes. They are basic shapes and
can be used as examples of how to create your own content. render contains definition for rendering part of the engine. uniform_buffer few commonly used uniform buffer structures utils Utilities for the engine (soon moving to it’s own
crate ). vector contains definition for 2D and 3D vectors. window contains definition for creation of window and instance creation. Camera Container for the camera feature. The settings here are needed for
algebra equations needed for camera vision and movement. Please leave it to the renderer to handle CameraContainer Container for Cameras Engine The engine is the main starting point of using the Blue Engine.
Everything that runs on Blue Engine will be under this struct.
The structure of engine is monolithic, but the underlying data and the way it works is not.
It gives a set of default data to work with,
but also allow you to go beyond that and work as low level as you wish to. Instance Instance buffer data storage InstanceRaw Instance buffer data that is sent to GPU Object Objects make it easier to work with Blue Engine, it automates most of work needed for
creating 3D objects and showing them on screen. A range of default objects are available
as well as ability to customize each of them and even create your own! You can also
customize almost everything there is about them! ObjectSettings Extra settings to customize objects on time of creation ObjectStorage A unified way to handle objects Pipeline Container for pipeline values. Each pipeline takes only 1 vertex shader,
1 fragment shader, 1 texture data, and optionally a vector of uniform data. Renderer Main renderer class. this will contain all methods and data related to the renderer ShaderSettings These definitions are taken from wgpu API docs SignalStorage Handles the live events in the engine Vector2 General purposes 2D vector Vector3 General purposes 3D vector Vertex Will contain all details about a vertex and will be sent to GPU VertexBuffers Container for vertex and index buffer Window A wrapper for winit window to make it easier to use and more ergonomic. WindowDescriptor Descriptor and settings for a window. ExecuteOrder Handles the order in which a functionality in the engine should be executed PipelineData Container for pipeline data. Allows for sharing resources with other objects Projection Container for the projection used by the camera RotateAmount Defines how the rotation amount is RotateAxis Defines how the rotation axis is TextureData Defines how the texture data is TextureMode Defines how the borders of texture would look like DEPTH_FORMAT Depth format Signal Allows all events to be fetched directly, making it easier to add custom additions to the engine. StringBuffer A unified way to handle strings StringBufferTrait A trait for StringBuffer pixel_to_cartesian This function helps in converting pixel value to the value that is between -1 and +1 UnsignedIntType The uint type used for indices and more