Crate luminance [−] [src]
What is this?
luminance
is an effort to make graphics rendering simple and elegant. The aims of luminance
are:
- making unsafe and stateful APIs (e.g. OpenGL) safe and stateless ;
- providing a simple API; that is, exposing core concepts without anything extra – just the bare stuff ;
- easy to read with a good documentation and set of tutorials, so that new comers don’t have to learn a lot of new concepts to get their feet wet.
What’s included?
luminance
is a rendering framework, not a 3D engine. As so, it doesn’t include stuff like
lights, materials, asset management nor scene description. It only provides a rendering framework
you can plug in whatever libraries you want to.
Features set
- buffers: buffers are way to communicate with the GPU; they represent regions of memory you can write to and read from. There’re several kinds of buffers you can create, among vertex and index buffers, shader buffer, compute buffer, and so on and so forth… ;
- framebuffers: framebuffers are used to hold renders. Each time you want to perform a render, you need to perform it into a framebuffer. Framebuffers can then be combined with each other to produce nice effects ;
- shaders:
luminance
support five kinds of shader stages:- tessellation control shaders ;
- tessellation evaluation shaders ;
- vertex shaders ;
- geometry shaders ;
- fragment shaders ;
- vertices, indices, primitives and tessellations: those are used to define a shape you can render into a framebuffer
- textures: textures represent information packed into arrays on the GPU, and can be used to customize a visual aspect or pass information around ;
- blending: blending is the process of taking two colors from two framebuffers and mix them between each other ;
- and a lot of other cool things like GPU commands.
Current implementation
Currently, luminance is powered by OpenGL. It might change, but it’ll always be in favor on supporting more devices and technologies – a shift to Vulkan is planned.
Windowing
luminance
does not provide point a way to create windows because it’s important that it not depend
on windowing libraries so that end-users can use whatever they like. Furthermore, such libraries
typically implement windowing and events features, which have nothing to do with our initial
purpose.
How to dig in?
luminance
is written to be fairly simple. The documentation is very transparent about what the
library does and several articles will appear as the development goes on. Keep tuned! The
online documentation is also a good link to have around.
Modules
blending |
That module exports blending-related types and functions. |
buffer |
Static GPU typed arrays. |
framebuffer |
Framebuffers and utility types and functions. |
gtup |
Generalized free tuples. |
linear |
Aliases types used to make it easier using long linear algebra types. |
pipeline |
Dynamic rendering pipelines. |
pixel |
Pixel formats types and function manipulation. |
shader |
Shader-related modules. |
tess |
Tessellation features. |
texture |
This module provides texture features. |
vertex |
Vertex formats, associated types and functions. |
Macros
gtup |
Generalized free tuple macro. |
gtup_ty | |
gtup_value |