Expand description
Renderer is a “workhorse” of the engine, it draws scenes (both 3D and 2D), user interface, debug geometry and can add user-defined render passes. Current renderer implementation is not very flexible, but should cover 95% of use cases.
Re-exports§
pub use stats::*;
Modules§
- bundle
- The module responsible for bundle generation for rendering optimizations.
- cache
- debug_
renderer - Debug renderer allows you to create debug geometry (wireframe) on the fly. As it said in its name its purpose - output debug information. It can be used to render collision shapes, contact information (normals, positions, etc.), paths build by navmesh and so on. It contains implementations to draw most common shapes (line, box, oob, frustum, etc).
- framework
- Rendering framework.
- observer
- An observer holds all the information required to render a scene from a particular point of view.
Contains all information for rendering, effectively decouples rendering entities from scene
entities. See
Observerdocs for more info. - resources
- A set of textures of certain kinds. See
RendererResourcesdocs for more info. - stats
- Contains all entities that are used to collect rendering statistics.
- storage
- Generic, texture-based, storage for matrices with somewhat unlimited capacity.
- ui_
renderer - See
UiRendererdocs. - utils
- visibility
- Volumetric visibility cache based on occlusion query.
Structs§
- Bloom
Settings - Bloom effect settings.
- CsmSettings
- Cascaded-shadow maps settings.
- HdrSettings
- Settings of high dynamic range rendering pipeline.
- Quality
Settings - Quality settings allows you to find optimal balance between performance and graphics quality.
- Render
Data Container - A set of frame buffers and renderers that can be used to render to.
- Renderer
- See module docs.
- Scene
Render Data - A set of frame buffers, renderers, that contains scene-specific data.
- Scene
Render Pass Context - A context for custom scene render passes.
Enums§
- Frame
Texture Kind - Texture kind that will be used to store final frame image.
- Luminance
Calculation Method - Calculation method of a frame luminance for HDR rendering pipeline.
- Shadow
MapPrecision - Shadow map precision allows you to select compromise between quality and performance.
Traits§
- Scene
Render Pass - A trait for custom scene rendering pass. It could be used to add your own rendering techniques.
Functions§
- is_
shadow_ pass - Checks whether the provided render pass name is one of the names of built-in shadow render passes.
- make_
viewport_ matrix - Creates a view-projection matrix that projects unit quad a screen with the specified viewport.