Expand description
Rendering pipeline — window, OpenGL context, glyph batching, post-processing.
Re-exports§
pub use pipeline::Pipeline;
Modules§
- camera
- Proof Engine camera system.
- compute
- GPU Compute Pipeline for Proof Engine.
- hdr
- HDR Render Target — 16-bit float framebuffer with tone mapping and exposure control.
- lighting
- Advanced lighting system.
- pbr
- Physically Based Rendering (PBR) material system.
- pipeline
- Render pipeline — glutin 0.32 / winit 0.30 window + OpenGL 3.3 Core context,
instanced glyph batch rendering, and the full multi-pass post-processing pipeline
(bloom, chromatic aberration, film grain, vignette, scanlines) wired through
PostFxPipelineso thatRenderConfigactually controls runtime behaviour. - postfx
- Post-processing passes: bloom, distortion, color grade, motion blur, etc.
- render_
graph - Render Graph — declarative, dependency-ordered GPU pass scheduling.
- shader_
graph - Node-based composable shader graph system.
- shaders
- GLSL shader sources, embedded at compile time.
- text_
renderer - Text layout and rendering — monospace glyph sequences with rich text support.
- ui_
layer - Screen-space UI layer — bypasses the 3D camera and renders in pixel coordinates.
- ui_
layer_ renderer - UI layer renderer — executes
UiDrawCommands with a separate shader program, orthographic projection, and no post-processing. - ui_
primitives - High-level UI primitive drawing functions.