Module covalent::graphics [−][src]
Structs
CameraMatrices | A representation of the camera’s matrices that can be sent to the graphics backend to be used for rendering. |
Colour | A colour structure that contains red, green, blue and alpha information. These values must be between zero and one. Whenever any value in this struct is updated, it computes a packed representation as a u32, so retrieving this value is of zero cost. |
PerspectiveCamera | A perspective camera is used in a 3D setting. It emulates how our eyes or cameras work, making near things appear large and far things appear small. |
Pipeline | The |
RenderSettings | The specification for how to render a scene. |
RenderVertex | Contains all the necessary information to define a single vertex. This includes its position in world space. |
Enums
PipelinePhase | A single render phase. To render to the screen, construct a pipeline of these phases, which will be executed sequentially every frame by the graphics backend. |
RenderChannel | When covalent renders a scene, it outputs the result to several render channels of a render target. Not all render targets will support all types of render channel. |
RenderTarget | Rendering operations render to a |
Renderable | A renderable is an object that can be rendered and displayed on screen. The graphics backend will render these. |
Traits
Backend | Covalent supports the use of “graphics backends”, distinct rendering engines for use with covalent. They all support the same rendering API, so similar code can run on multiple platforms with limited, or zero, edits. |
Camera | A camera is the lens through which your scene can be viewed. This tells covalent how to map the scene in 2D/3D space onto your screen, a 2D window. The two major types of camera are perspective and orthographic. |