Skip to main content

Module prelude

Module prelude 

Source
Expand description

Oxide Core engine prelude

Re-exports§

pub use crate::app::app;
pub use crate::app::create_renderer;
pub use crate::app::run_app;
pub use crate::app::App;
pub use crate::app::AppBuilder;
pub use crate::app::AppRunner;
pub use crate::app::AppStage;
pub use crate::app::DefaultPlugins;
pub use crate::app::InputPlugin;
pub use crate::app::Plugin;
pub use crate::app::PluginGroup;
pub use crate::app::PostUpdate;
pub use crate::app::PreUpdate;
pub use crate::app::Render;
pub use crate::app::RenderPlugin;
pub use crate::app::TransformPlugin;
pub use crate::app::Update;
pub use crate::asset::load_gltf_async;
pub use crate::asset::register_material_asset;
pub use crate::asset::AssetServerResource;
pub use crate::asset::GltfSceneAssets;
pub use crate::asset::MaterialAssets;
pub use crate::camera::camera_controller_system;
pub use crate::camera::CameraBuffer;
pub use crate::camera::CameraComponent;
pub use crate::camera::CameraController;
pub use crate::camera::CameraUniform;
pub use crate::ecs::RendererResource;
pub use crate::ecs::Time;
pub use crate::ecs::WindowResource;
pub use crate::event::window_event_to_engine;
pub use crate::event::EngineEvent;
pub use crate::light::AmbientLight;
pub use crate::light::DirectionalLight;
pub use crate::light::LightBuffer;
pub use crate::light::LightUniform;
pub use crate::light::PointLight;
pub use crate::light::MAX_DIRECTIONAL_LIGHTS;
pub use crate::light::MAX_POINT_LIGHTS;
pub use crate::render::RenderFrame;
pub use crate::scene::gltf_scene_spawn_system;
pub use crate::scene::queue_gltf_scene_spawn;
pub use crate::scene::request_gltf_scene_spawn;
pub use crate::scene::spawn_gltf_scene_hierarchy;
pub use crate::scene::take_spawned_scene_roots;
pub use crate::scene::GltfMeshRef;
pub use crate::scene::MeshRenderer;
pub use crate::scene::PendingGltfSceneSpawns;
pub use crate::scene::SpawnedGltfScenes;
pub use crate::ui::handle_egui_event;
pub use crate::ui::EguiManager;
pub use crate::ui::EguiRender;
pub use crate::watcher::AssetWatcher;
pub use crate::window::Window;

Structs§

Adapter
Handle to a physical graphics and/or compute device.
Camera
Children
CommandEncoder
Encodes a series of GPU operations.
CommandQueue
Commands
DepthTexture
Device
Open connection to a graphics and/or compute device.
Entity
FallbackTexture
A 1x1 white texture used as a fallback when no texture is provided.
GlobalTransform
GltfNode
Represents a node in the glTF hierarchy.
GltfScene
Result of loading a glTF file.
Handle
A typed handle to an asset.
HandleAllocator
A counter for generating unique handles.
KeyboardInput
Mat2
A 2x2 column major matrix.
Mat3
A 3x3 column major matrix.
Mat4
A 4x4 column major matrix.
MaterialDescriptor
MaterialPipeline
Mesh
Mesh3D
MeshCache
Resource that caches GPU meshes by handle.
MeshFilter
Component that references a mesh and material for rendering.
MouseDelta
MouseInput
Parent
Quat
A quaternion representing an orientation.
Query
Queue
Handle to a command queue on a device.
RenderPass
In-progress recording of a render pass: a list of render commands in a CommandEncoder.
RenderPipeline
Handle to a rendering (graphics) pipeline.
Renderer
Res
ResMut
SamplerDescriptor
Descriptor for creating a sampler.
State
SurfaceState
System
Texture
A GPU texture with its view and sampler.
Transform
TransformComponent
Vec2
A 2-dimensional vector.
Vec3
A 3-dimensional vector.
Vec4
A 4-dimensional vector.
Vertex
Simple vertex for basic demos (position + color)
Vertex3D
Full 3D vertex format with position, normal, and UV
World

Enums§

BuiltinShader
ButtonState
GltfError
KeyCode
Code representing the location of a physical key
MaterialError
MaterialType
MouseButton
ShaderDescriptor
ShaderSource
ShaderSourceError
TextureError
TextureFormat
Format in which a texture’s texels are stored in GPU memory.

Constants§

BASIC_SHADER
FALLBACK_SHADER
LIT_SHADER
SKY_GRADIENT_SHADER
SPRITE_UI_SHADER
UNLIT_SHADER

Traits§

Component
IntoSystem
IntoSystemExt
Resource
ScheduleLabel
SystemParam

Functions§

attach_child
builtin_shader_source
create_basic_pipeline
create_lit_pipeline
create_shader
create_unlit_pipeline
cube_indices
cube_vertices
detach_child
get_material_bind_group_layout
Returns the cached material bind group layout, creating it if necessary.
in_state
load_gltf
Loads a glTF file and extracts meshes.
load_material_descriptor
load_shader_source
load_shader_source_from_path
load_wgsl
mark_subtree_dirty
sphere_indices
sphere_vertices
transform_propagate_system
triangle_vertices
vec2
Creates a 2-dimensional vector.
vec3
Creates a 3-dimensional vector.
vec4
Creates a 4-dimensional vector.

Type Aliases§

SurfaceConfiguration
Describes a Surface.