Expand description
Drawing loaded meshes: a camera, a mesh library, and one instanced draw call per mesh.
Re-exports§
pub use crate::sceneobjects::cameras::Camera;pub use crate::sceneobjects::cameras::OrbitCamera;pub use crate::sceneobjects::cameras::Ray;
Structs§
- Material
Id - A surface registered with the renderer, as
MeshIdis a mesh. - Mesh
Handles - Where the meshes loaded from an asset ended up, by node name.
- MeshId
- A mesh uploaded to the GPU. Cheap to copy; see
crate::AppState::mesh. - Mesh
Instance - The mesh an entity draws, the color to draw it in, and how it takes light.
- Mesh
Renderer - Draws
ModelDrawListwith one instanced draw call per mesh. - Model
- Builder for a model in the world, spawned with
crate::AppState::spawn_model. - Model
Draw List - The models to draw this frame, sorted by mesh so each is one instanced draw call.
- Model
Instance - One model as the GPU sees it.
- Render3d
Plugin - Registers the 3D resources and the per-frame draw-list system.
- Shadow
Fit - How the shadow map was fitted around the scene this frame.
- Targets
- The images a frame is drawn into, shared by every 3D pass.
- Transform
- Placement of a model in the world: position, orientation, and scale.
Constants§
Functions§
- collect_
models_ system - fit_
light - Fits an orthographic light view around
min..max, sized to the bounding sphere so it does not change as the light swings. - scene_
bounds - The world-space bounds of everything being drawn, or
Noneif nothing is.