#![doc = include_str!("../README.md")]
#![cfg_attr(docsrs, feature(doc_cfg))]
#![forbid(unsafe_code)]
pub mod attachments;
mod behaviour;
pub mod blit;
pub mod bounds;
pub mod components;
pub mod culling;
pub mod frame;
#[cfg(feature = "gltf")]
pub mod gltf;
pub mod input;
pub mod mesh;
pub mod mesh_source;
pub mod pipeline;
#[cfg(feature = "reflect")]
pub mod reflect;
pub mod renderer;
pub mod scene;
pub mod source;
#[cfg(feature = "ui")]
pub mod ui;
pub mod unlit;
#[cfg(feature = "winit")]
pub mod winit;
pub mod prelude {
#[cfg(feature = "ui")]
pub use crate::ui::{UiPanel, UiSource};
pub use crate::unlit::{
InstanceColor, InstanceCutoff, MeshSourceUnlitExt, UnlitInstance, UnlitMeshDesc,
UnlitPipeline, UnlitPipelineKey,
};
pub use crate::{
attachments::FrameAttachments,
blit::{BlitSource, BlitTexture},
bounds::{Aabb, FrustumPlanes, Obb},
components::{
Camera, GpuMaterial, GpuMesh, GpuRenderPipeline, MeshParts, MorphBinding, MorphWeights,
RenderLoadOps, SkinBinding, SkinPose, Transform, ZSortedDrawing,
},
culling::is_culled,
frame::{
FrameBehaviour, FrameBehaviourOrder, FrameSkip, OnFrame, WorldFrameExt, dispatch_frame,
},
input::{
ImeEvent, ImeKind, InputEvent, InputHandle, InputState, Key, KeyEvent, Modifiers,
MouseButton, MouseButtons, MouseEvent, OnIme, OnInput, OnKey, OnMouse, OnPointer,
OnText, OnTouch, PointerAction, PointerContact, PointerEvent, PointerKind, TextEvent,
TouchEvent, TouchPhase, WheelUnit, dispatch_input, distribute_input,
},
mesh::{JointMatrix, MeshDesc, MorphDeltas, VertexBufferDesc},
mesh_source::MeshSource,
pipeline::{
FamilyContext, GlobalResources, InstanceContext, InstanceData, InstanceStreamDesc,
Rebuild, RegisteredRenderPipeline, RenderPipelineFactory, RenderPipelineKey,
},
renderer::Renderer,
source::{
FrameSource, FrameSourceOrder, FrameTarget, FrameViewport, InputCapture, MaintainScope,
RenderContext, Source, WorldSourceExt, frame_target, frame_viewport, set_frame_target,
set_frame_viewport, spawn_context,
},
};
pub use unlit_ecs::prelude::*;
pub use unlit_ecs::{Command, Commands};
pub use unlit_wgpu::capabilities::{DeviceCapabilities, DeviceTier};
pub use unlit_wgpu::render_attachments::{
color_clear, create_color_target, create_depth_target, create_msaa_target,
create_render_target, depth_clear, stencil_clear,
};
pub use unlit_wgpu::scene::{ScissorRect, ViewportRect, full_viewport};
}