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/// Shaders are programs that runs on the GPU
pub type Shaders = RenderPipeline;
/// Uniform Buffers are small amount of data that are sent from CPU to GPU
pub type UniformBuffers = BindGroup;
/// Textures are image data that are sent to GPU to be set to a surface
pub type Textures = BindGroup;
/// Primitive type the input mesh is composed of.
pub type ShaderPrimitive = PrimitiveTopology;
/// Format of indices used with pipeline.
pub type IndexFormat = IndexFormat;
/// Vertex winding order which classifies the "front" face of a triangle.
pub type FrontFace = FrontFace;
/// Face of a vertex.
pub type CullMode = Face;
/// Type of drawing mode for polygons
pub type PolygonMode = PolygonMode;
/// Power Preference when choosing a physical adapter.
pub type PowerPreference = PowerPreference;
/// Pod trait for custom uniform buffer structure
pub use Pod;
/// Zeroable trait for custom uniform buffer structure
pub use Zeroable;
/// Backends
pub use Backends;
/// Encoder from wgpu
pub use CommandEncoder;
pub use LoadOp;
pub use Operations;
pub use RenderPassColorAttachment;
pub use RenderPassDescriptor;
/// Surface Texture
pub use TextureView;
/// all of downcast
pub use downcast;
/// all of image
pub use image;
/// all of nalgebra_glm
pub use nalgebra_glm as glm;
/// all of wgpu
pub use wgpu;
/// all of winit
pub use winit;
/// WindowSize
pub use *;
/// Device Events
pub use DeviceEvent;
/// Element State
pub use ElementState;
/// Winit Events
pub use Event;
/// Keyboard input identifier
pub use KeyEvent;
/// The mouse button identifier
pub use MouseButton;
/// WindowEvents
pub use WindowEvent;
/// Event Loop
pub use EventLoop;
/// Keyboard keys identifier
pub use Key;
pub use KeyCode;
/// Fullscreen enum
pub use Fullscreen;
/// Window export from winit
pub use Window;
/// Input helper
pub use WinitInputHelper as InputHelper;