rend3 0.3.0

Easy to use, customizable, efficient 3D renderer library built on wgpu.
Documentation
//! Easy to use, customizable, efficient 3D renderer library built on wgpu.
//!
//! Library is under active development. While internals are might change in the
//! future, the external api remains stable, with only minor changes occuring as
//! features are added.
//!
//! # Examples
//!
//! Take a look at the [examples] for getting started with the api. The examples
//! will show how the core library and helper crates can be used.
//!
//! [examples]: https://github.com/BVE-Reborn/rend3/tree/trunk/examples
//!
//! ### Screenshots
//!
//! These screenshots are from the scene-viewer example.
//!
//! ![scifi-base](https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/examples/scene-viewer/scifi-base.jpg)
//! ![example](https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/examples/scene-viewer/screenshot.jpg)
//! ![bistro](https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/examples/scene-viewer/bistro.jpg)
//! ![emerald-square](https://raw.githubusercontent.com/BVE-Reborn/rend3/trunk/examples/scene-viewer/emerald-square.jpg)
//!
//! # Crates
//!
//! The `rend3` ecosystem is composed of a couple core crates which provide most
//! of the functionality and exensibility to the library, extension crates, and
//! integration crates
//!
//! ### Core
//!
//! - `rend3`: The core crate. Performs all handling of world data, provides the
//!   Renderer and RenderGraph and defines vocabulary types.
//! - `rend3-routine`: Implementation of various "Render Routines" on top of the
//!   RenderGraph. Also provides for re-usable graphics work. Provides PBR
//!   rendering, Skyboxes, Shadow Rendering, and Tonemapping.
//!
//! ### Extensions
//!
//! There are extension crates that are not required, but provide pre-made bits
//! of useful code that I would recommend using.
//!
//! - `rend3-framework`: Vastly simplifies correct handling of the window and
//!   surface across platforms.
//! - `rend3-gltf`: Modular gltf file and scene loader.
//!
//! ### Integration
//!
//! Integration with other external libraries are also offered. Due to external
//! dependencies, the versions of these may increase at a much higher rate than
//! the rest of the ecosystem.
//!
//! - `rend3-egui`: Integration with the [egui](https://github.com/emilk/egui)
//!   immediate mode gui.
//! - `rend3-imgui`: Integration with the [imgui](https://github.com/ocornut/imgui)
//!   immediate mode gui.
//!
//! # Features and Platform Support
//!
//! rend3 supports two different rendering profiles one for speed and one for
//! compatibility.
//!
//! ### Profile Features
//!
//! The modern profile not only offloads a lot more work to the gpu, it can do more
//! aggressive performance optimizations including only drawing exactly the triangles that are needed
//!
//! | Profile   | Texture Access | Object Culling | Triangle Culling | Draw Calls          |
//! |:----------|----------------|----------------|------------------|---------------------|
//! | GpuDriven | Bindless       | On GPU         | On GPU           | Merged Indirect     |
//! | CpuDriven | Bound          | On CPU         | ❌                | Instanced Direct    |
//!
//! ### Profile Support
//!
//! The following table shows support of various profiles on various apis/platforms. This will
//! hopefully help you judge what your target demographic supports.
//!
//! | OS                   | API    | GPU                                        | GpuDriven | CpuDriven |
//! |----------------------|--------|--------------------------------------------|:---------:|:---------:|
//! | Windows 7+           | Vulkan | AMD / NVIDIA                               | ✅    | —       |
//! |                      | Vulkan | Intel 6XXX+                                | ❌      | ✅     |
//! |                      | Dx11   | Intel 2XXX+                                | ❌      | 🚧     |
//! | Windows 10+          | Dx12   | Intel 6XXX+ / AMD GCN 2+ / NVIDIA 6XX+     | 🚧    | ✅     |
//! | MacOS 10.13+ iOS 11+ | Metal  | Intel / Apple A13+ / M1+                   | ✅    | —       |
//! |                      |        | Apple A9+                                  | ❌      | ✅     |
//! | Linux                | Vulkan | Intel 6XXX+ / AMD GCN 2+  / NVIDIA 6XX+    | ✅    | —       |
//! |                      |        | Intel 4XXX+                                | ❌      | ✅     |
//! | Android              | Vulkan | All                                        | ❌      | ✅     |
//!
//! Footnotes:
//! - ✅ Supported
//! - 🚧 In Progress
//! - ❌ Unsupported
//! - — Modern Profile Used
//! - Intel 6XXX = Skylake
//! - Intel 4XXX = Haswell
//! - Intel 2XXX = Sandy Bridge
//! - AMD GCN 2 = Rx 200+, RX 5000+
//! - Apple A9 = iPhone 6S, iPad 5th Gen
//! - Apple A13 = iPhone 11, iPad 9th Gen
//!
//! # Purpose
//!
//! `rend3` tries to fulfill the following usecases:
//!  1. Games and visualizations that need a customizable, and efficient renderer.
//!  2. Projects that just want to put objects on screen, but want lighting and effects.  
//!  3. A small cog in a big machine: a renderer that doesn't interfere with the rest of the program.
//!
//! `rend3` is not:
//!  1. A framework or engine. It does not include all the parts needed to make an
//!     advanced game or simulation nor care how you structure your program.  
//!     If you want a very basic framework to deal with windowing and event loop management,
//!     `rend3-framework` can help you. This will always be optional and is just there to help
//!     with the limited set of cases it canhelp
//!
//! # Future Plans
//!
//! I have grand plans for this library. An overview can be found in the issue
//! tracker under the [enhancement] label.
//!
//! [enhancement]: https://github.com/BVE-Reborn/rend3/labels/enhancement
//!
//! # Matrix Chatroom
//!
//! We have a matrix chatroom that you can come and join if you want to chat
//! about using rend3 or developing it:
//!
//! [![Matrix](https://img.shields.io/static/v1?label=rend3%20dev&message=%23rend3&color=blueviolet&logo=matrix)](https://matrix.to/#/#rend3:matrix.org)
//! [![Matrix](https://img.shields.io/static/v1?label=rend3%20users&message=%23rend3-users&color=blueviolet&logo=matrix)](https://matrix.to/#/#rend3-users:matrix.org)
//!
//! If discord is more your style, our meta project has a channel which mirrors
//! the matrix rooms:
//!
//! [![Discord](https://img.shields.io/discord/451037457475960852?color=7289DA&label=discord)](https://discord.gg/mjxXTVzaDg)
//!
//! # Helping Out
//!
//! We welcome all contributions and ideas. If you want to participate or have
//! ideas for this library, we'd love to hear them!

mod renderer;
/// Managers for various type of resources.
pub mod managers {
    mod camera;
    mod directional;
    mod material;
    mod mesh;
    mod object;
    mod skeleton;
    mod texture;

    pub use camera::*;
    pub use directional::*;
    pub use material::*;
    pub use mesh::*;
    pub use object::*;
    pub use skeleton::*;
    pub use texture::*;
}

/// Reexport of [`rend3_types`] with some added wgpu re-exports.
pub mod types {
    pub use rend3_types::*;
    #[doc(inline)]
    pub use wgpu::{Surface, SurfaceError};
}
/// Utilities and isolated bits of functionality that need a home.
pub mod util {
    pub mod bind_merge;
    pub mod buffer;
    pub mod buffer_copier;
    pub mod frustum;
    pub mod math;
    pub mod mipmap;
    pub mod output;
    /// Core datastructures that associate handles with data in a gpu-friendly
    /// format.
    pub mod registry {
        mod archetypical;
        mod basic;
        mod erased;

        pub use archetypical::*;
        pub use basic::*;
        pub use erased::*;
    }
    pub mod typedefs;
}

pub mod graph;
mod instruction;
mod profile;
mod setup;
mod surface;

pub use profile::*;
pub use renderer::{error::*, Renderer, RendererDataCore};
pub use setup::*;
pub use surface::*;

/// Format of all shadow maps.
pub const INTERNAL_SHADOW_DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
// TODO: This needs to be dynamic
/// Resolution of all shadow maps.
pub const SHADOW_DIMENSIONS: u32 = 2048;