# scenix
> Italian: scenix - scene, the stage on which everything appears.
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scenix v0.7.0 is the Loaders & Post-Processing release. It adds CPU-side asset loading and an optional `wgpu` post-processing stack while keeping the facade crate CPU-authoring defaults unchanged.
This release ships:
- `scenix-math`: vectors, matrices, quaternions, transforms, rays, bounds, planes, and coordinate helpers.
- `scenix-core`: typed IDs, color, errors, and shared traits.
- `scenix-input`: pointer and keyboard state.
- `scenix-scene`: scene node hierarchy, transform propagation, traversal, fog, sprites, and LOD helpers.
- `scenix-camera`: perspective, orthographic, and cube cameras, frustums, screen rays, orbit controls, and fly controls.
- `scenix-mesh`: geometry buffers, primitive generation, morph targets, instancing, and batching helpers.
- `scenix-material`: GPU-free material traits, pipeline keys, PBR, physical, toon, line, point, and custom shader materials.
- `scenix-light`: GPU-free light types, shadow configuration, and raw-sample spherical-harmonics light probes.
- `scenix-texture`: raw CPU texture data, samplers, atlases, video-frame updates, and RGBA8 mipmap generation.
- `scenix-loader`: optional glTF/GLB, OBJ/MTL, STL, PNG/JPEG/WebP, KTX2, HDR/EXR, and path-cache loaders that output CPU-side scenix data.
- `scenix-renderer`: optional `wgpu` renderer with headless/surface targets, renderer-owned registries, G-buffer/shadow targets, culling/sorting helpers, and pipeline caching.
- `scenix-post`: optional `wgpu` full-screen post stack with bloom, SSAO, tonemap, FXAA, TAA, SMAA, depth of field, fog, outline, and motion blur passes.
- `scenix`: facade crate re-exporting CPU APIs by default, loader APIs behind `features = ["loader"]`, and GPU APIs behind `features = ["renderer", "post"]`.
Raycasting, helpers, WASM integration, and `animato` integration remain later roadmap milestones.
## Installation
Most users should start with the facade crate:
```toml
[dependencies]
scenix = "0.7"
```
Enable CPU asset loading:
```toml
[dependencies]
scenix = { version = "0.7", features = ["loader"] }
```
Enable GPU rendering and post-processing:
```toml
[dependencies]
scenix = { version = "0.7", features = ["renderer", "post"] }
```
Use focused crates directly when you only need one layer:
```toml
[dependencies]
scenix-math = "0.7"
scenix-core = "0.7"
scenix-input = "0.7"
scenix-scene = "0.7"
scenix-camera = "0.7"
scenix-mesh = "0.7"
scenix-material = "0.7"
scenix-light = "0.7"
scenix-texture = "0.7"
scenix-loader = "0.7"
scenix-renderer = "0.7"
scenix-post = "0.7"
```
For `no_std`-capable CPU crates:
```toml
[dependencies]
scenix-math = { version = "0.7", default-features = false, features = ["libm"] }
scenix-core = { version = "0.7", default-features = false }
scenix-input = { version = "0.7", default-features = false }
scenix-scene = { version = "0.7", default-features = false }
scenix-camera = { version = "0.7", default-features = false }
scenix-mesh = { version = "0.7", default-features = false }
scenix-material = { version = "0.7", default-features = false }
scenix-light = { version = "0.7", default-features = false }
scenix-texture = { version = "0.7", default-features = false }
```
`scenix-loader`, `scenix-renderer`, and `scenix-post` are `std` crates.
## Quick Start
### Load glTF And Render Headless
```rust
use scenix::{GltfLoader, PerspectiveCamera, Renderer, RendererConfig, Vec3};
# async fn run() -> Result<(), scenix::ScenixError> {
let asset = GltfLoader::new().load_file("path/to/scene.gltf")?;
let mut renderer = Renderer::headless(RendererConfig::new(256, 256)).await?;
for (mesh_id, geometry) in &asset.meshes {
renderer.register_mesh(*mesh_id, geometry)?;
}
for (material_id, material) in &asset.materials {
renderer.register_pbr_material(*material_id, material)?;
}
let camera = PerspectiveCamera::new(60.0, 1.0, 0.1, 100.0)
.position(Vec3::new(0.0, 0.0, 4.0))
.target(Vec3::ZERO);
let stats = renderer.render(&asset.scene, &camera)?;
assert!(stats.visible_meshes > 0);
# Ok(())
# }
```
### Post-Processing Stack
```rust
use scenix::{BloomConfig, FxaaConfig, PostStack, Renderer, RendererConfig, ToneMapper};
# async fn run() -> Result<(), scenix::ScenixError> {
let mut renderer = Renderer::headless(RendererConfig::new(256, 256)).await?;
renderer.set_post_stack(Some(
PostStack::new()
.with_bloom(BloomConfig::default())
.with_tonemap(ToneMapper::Aces)
.with_fxaa(FxaaConfig::default()),
));
# Ok(())
# }
```
### Texture And Camera
```rust
use scenix::{PerspectiveCamera, Texture2D, TextureFormat, Vec2, Vec3, mipmap};
let pixels = vec![
255, 0, 0, 255, 0, 255, 0, 255,
0, 0, 255, 255, 255, 255, 255, 255,
];
let mip_chain = mipmap::generate(&pixels, 2, 2).unwrap();
let texture = Texture2D::from_mips(2, 2, TextureFormat::Rgba8UnormSrgb, mip_chain).unwrap();
let camera = PerspectiveCamera::new(60.0, 16.0 / 9.0, 0.1, 100.0)
.position(Vec3::new(0.0, 0.0, 5.0))
.target(Vec3::ZERO);
let ray = camera.screen_to_ray(Vec2::ZERO);
assert_eq!(texture.mip_levels, 2);
assert!(ray.direction.z < 0.0);
```
## Feature Flags
| `std` | yes | Enables standard-library conveniences for CPU crates. |
| `scene` | yes | Enables `scenix-scene` graph APIs from the facade crate. |
| `camera` | yes | Enables cameras, frustums, and controllers from the facade crate. |
| `mesh` | yes | Enables geometry and primitive APIs from the facade crate. |
| `material` | yes | Enables GPU-free material types and pipeline keys from the facade crate. |
| `light` | yes | Enables GPU-free light types, shadow config, and light probes from the facade crate. |
| `texture` | yes | Enables raw texture, sampler, atlas, video, and mipmap APIs from the facade crate. |
| `loader` | no | Enables optional `scenix-loader` asset loading APIs from the facade crate. |
| `renderer` | no | Enables optional `scenix-renderer`/`wgpu` APIs from the facade crate. |
| `post` | no | Enables optional `scenix-post` APIs and renderer post-stack integration. |
| `libm` | no | Uses `libm` for portable `no_std` trigonometry in `scenix-math`. |
| `serde` | no | Derives `Serialize` and `Deserialize` for public data types. |
| `approx` | no | Implements `approx` traits for math types. |
| `gpu` | no | Enables the `GpuUpload` trait in `scenix-core`. |
## Workspace Layout
```text
scenix/
├── crates/
│ ├── scenix-math/
│ ├── scenix-core/
│ ├── scenix-input/
│ ├── scenix-scene/
│ ├── scenix-camera/
│ ├── scenix-mesh/
│ ├── scenix-material/
│ ├── scenix-light/
│ ├── scenix-texture/
│ ├── scenix-loader/
│ ├── scenix-renderer/
│ ├── scenix-post/
│ └── scenix/
├── examples/
│ ├── gltf_scene.rs
│ ├── post_processing.rs
│ ├── hello_cube.rs
│ ├── pbr_sphere.rs
│ ├── shadow_demo.rs
│ ├── textures_and_camera.rs
│ └── orbit_camera.rs
├── benches/
│ ├── loader_bench.rs
│ ├── post_bench.rs
│ └── render_bench.rs
├── ARCHITECTURE.md
├── ROADMAP.md
├── CHANGELOG.md
└── README.md
```
## Running Checks
```sh
cargo fmt --check
cargo clippy --workspace --all-features -- -D warnings
cargo test --workspace
cargo test --workspace --all-features
cargo test -p scenix-math -p scenix-core -p scenix-input -p scenix-scene -p scenix-camera -p scenix-mesh -p scenix-material -p scenix-light -p scenix-texture --no-default-features
cargo test -p scenix-loader --all-features
SCENIX_RUN_GPU_TESTS=1 WGPU_BACKEND=vulkan cargo test -p scenix-renderer -p scenix-post --all-features
RUSTDOCFLAGS="-D warnings" cargo doc --workspace --all-features --no-deps
cargo bench --workspace --no-run
```
## Roadmap
The long-term design remains the full scenix workspace described in [ARCHITECTURE.md](./ARCHITECTURE.md). Version `0.7.0` adds optional CPU loaders and optional GPU post-processing on top of the renderer. The next milestone is `v0.8.0` Raycasting & Helpers.
See [ROADMAP.md](./ROADMAP.md) for the full versioned plan.
## License
Licensed under either of:
- [MIT License](./LICENSE-MIT)
- [Apache License, Version 2.0](./LICENSE-APACHE)
at your option.