Expand description
Rendering backend for polyscope-rs.
This crate provides the wgpu-based rendering engine, including:
- GPU resource management (buffers, textures, pipelines)
- Shader compilation and management (WGSL)
- Material and color map systems
- Camera and view management
Re-exports§
pub use camera::AxisDirection;pub use camera::Camera;pub use camera::ProjectionMode;pub use color_maps::ColorMap;pub use color_maps::ColorMapRegistry;pub use curve_network_render::CurveNetworkRenderData;pub use curve_network_render::CurveNetworkUniforms;pub use depth_peel_pass::DepthPeelPass;pub use engine::RenderEngine;pub use error::RenderError;pub use error::RenderResult;pub use ground_plane::GroundPlaneRenderData;pub use ground_plane::GroundPlaneUniforms;pub use materials::Material;pub use materials::MaterialRegistry;pub use materials::MaterialUniforms;pub use pick::MeshPickUniforms;pub use pick::PickElementType;pub use pick::PickResult;pub use pick::PickUniforms;pub use pick::TubePickUniforms;pub use pick::color_to_index;pub use pick::index_to_color;pub use point_cloud_render::PointCloudRenderData;pub use point_cloud_render::PointUniforms;pub use reflection::ground_reflection_matrix;pub use reflection::reflection_matrix;pub use reflection_pass::ReflectionPass;pub use reflection_pass::ReflectionUniforms;pub use screenshot::ScreenshotError;pub use screenshot::ScreenshotOptions;pub use screenshot::save_image;pub use screenshot::save_to_buffer;pub use shader::ShaderBuilder;pub use shader::ShaderProgram;pub use shadow_map::LightUniforms;pub use shadow_map::SHADOW_MAP_SIZE;pub use shadow_map::ShadowMapPass;pub use slice_mesh_render::SliceMeshRenderData;pub use slice_plane_render::PlaneRenderUniforms;pub use slice_plane_render::SlicePlaneRenderData;pub use slice_plane_render::create_slice_plane_bind_group_layout;pub use slice_plane_render::create_slice_plane_pipeline;pub use ssaa_pass::SsaaPass;pub use ssao_pass::SsaoPass;pub use ssao_pass::SsaoUniforms;pub use surface_mesh_render::MeshUniforms;pub use surface_mesh_render::SurfaceMeshRenderData;pub use tone_mapping::ToneMapPass;pub use tone_mapping::ToneMapUniforms;pub use vector_render::VectorRenderData;pub use vector_render::VectorUniforms;pub use volume_grid_render::GridcubePickUniforms;pub use volume_grid_render::GridcubeRenderData;pub use volume_grid_render::GridcubeUniforms;pub use volume_grid_render::IsosurfaceRenderData;pub use volume_grid_render::SimpleMeshUniforms;
Modules§
- buffer
- GPU buffer management.
- camera
- Camera and view management.
- color_
maps - Color map system.
- curve_
network_ render - Curve network GPU rendering resources.
- depth_
peel_ pass - Depth peeling transparency pass.
- dual_
quat - Minimal dual quaternion implementation for rigid body interpolation.
- engine
- The main rendering engine.
- error
- Rendering error types.
- ground_
plane - Ground plane rendering.
- materials
- Material system for surface rendering.
- pick
- Pick buffer rendering for element selection.
- point_
cloud_ render - Point cloud GPU rendering resources.
- reflection
- Planar reflection utilities.
- reflection_
pass - Planar reflection rendering pass.
- screenshot
- Screenshot functionality for capturing rendered frames.
- shader
- Shader management.
- shadow_
map - Shadow map generation and blur passes.
- slice_
mesh_ render - Slice mesh rendering for volume mesh cross-section capping.
- slice_
plane_ render - Slice plane visualization rendering.
- ssaa_
pass - SSAA (Supersampling Anti-Aliasing) downsample pass.
- ssao_
pass - SSAO (Screen Space Ambient Occlusion) rendering pass.
- surface_
mesh_ render - Surface mesh GPU rendering resources.
- tone_
mapping - Tone mapping post-processing pass.
- vector_
render - Vector arrow GPU rendering resources.
- volume_
grid_ render - Volume grid GPU rendering resources for gridcube and isosurface visualization.
Structs§
- Render
Context - Render context passed to structures during drawing.