README

KKKIIO/selene/render3d_types does not have a README file

#
AlphaMode3D

pub(all) enum AlphaMode3D {
Opaque
Mask
Blend
} derive(Eq,
Debug
)

#
AmbientLight3D

pub(all) struct AmbientLight3D {
color :
Color

intensity : Double
}

#
CameraProjection3D

pub(all) enum CameraProjection3D {
Perspective
Orthographic
} derive(Eq,
Debug
)

#
CascadeShadowConfig3D

pub(all) struct CascadeShadowConfig3D {
bounds : Array[Double]
minimum_distance : Double
overlap_proportion : Double
} derive(
Debug
)

#
CascadeShadowConfigBuilder3D

pub(all) struct CascadeShadowConfigBuilder3D {
num_cascades : Int
minimum_distance : Double
maximum_distance : Double
first_cascade_far_bound : Double
overlap_proportion : Double
} derive(Eq,
Debug
)

#
CubemapAsset3D

pub(all) enum CubemapAsset3D {
SixFaces(CubemapFaces3D)
} derive(Eq,
Debug
)

#
CubemapFaces3D

pub(all) struct CubemapFaces3D {
positive_x : ImageHandle
negative_x : ImageHandle
positive_y : ImageHandle
negative_y : ImageHandle
positive_z : ImageHandle
negative_z : ImageHandle
} derive(Eq,
Debug
)

#
CubemapHandle

pub(all) struct CubemapHandle(UInt) derive(Eq, Hash,
Debug
)

#
DirectionalLight3D

pub(all) struct DirectionalLight3D {
direction :
Vec3

color :
Color

intensity : Double
shadows : Bool
shadow_depth_bias : Double
shadow_normal_bias : Double
cascade_shadow_config : CascadeShadowConfig3D
}

#
DirectionalLightShadowMap3D

pub(all) struct DirectionalLightShadowMap3D {
size : Int
} derive(Eq,
Debug
)

#
FrameCamera3D

pub(all) struct FrameCamera3D {
position :
Vec3

target :
Vec3

up :
Vec3

fov_y : Double
projection : CameraProjection3D
orthographic_size :
Vec2
?
near : Double
far : Double
clear_color :
Color

}

#
FramePointLight3D

pub(all) struct FramePointLight3D {
position :
Vec3

color :
Color

intensity : Double
range : Double
shadows : Bool
shadow_depth_bias : Double
shadow_normal_bias : Double
shadow_map_near_z : Double
}

#
FrameSpotLight3D

pub(all) struct FrameSpotLight3D {
position :
Vec3

direction :
Vec3

color :
Color

intensity : Double
range : Double
shadows : Bool
shadow_depth_bias : Double
shadow_normal_bias : Double
shadow_map_near_z : Double
inner_angle : Double
outer_angle : Double
}

#
FrameTransform3D

pub(all) struct FrameTransform3D {
translation :
Vec3

rotation :
Quat

scale :
Vec3

} derive(Eq,
Debug
)

#
ImageAsset

pub(all) struct ImageAsset {
path : String
} derive(Eq,
Debug
)

#
ImageHandle

pub(all) struct ImageHandle(UInt) derive(Eq, Hash,
Debug
)

#
MaterialHandle

pub(all) struct MaterialHandle(UInt) derive(Eq, Hash,
Debug
)

#
MeshAsset

pub(all) struct MeshAsset {
primitive : MeshPrimitive3D
} derive(Eq,
Debug
)

#
MeshHandle

pub(all) struct MeshHandle(UInt) derive(Eq, Hash,
Debug
)

#
MeshPrimitive3D

pub(all) enum MeshPrimitive3D {
Cube(
Vec3
)
Sphere(Double)
Cylinder(Double, Double, Double, Int)
Plane(
Vec3
)
Triangles(TriangleMesh3D)
} derive(Eq,
Debug
)

#
PointLight3D

pub(all) struct PointLight3D {
color :
Color

intensity : Double
range : Double
shadows : Bool
shadow_depth_bias : Double
shadow_normal_bias : Double
shadow_map_near_z : Double
}

#
PointLightShadowMap3D

pub(all) struct PointLightShadowMap3D {
size : Int
} derive(Eq,
Debug
)

#
RenderFrame3D

pub(all) struct RenderFrame3D {
camera : FrameCamera3D?
clear_color :
Color

skybox : Skybox3D?
items : Array[RenderItem3D]
lines : Array[RenderLine3D]
directional_lights : Array[DirectionalLight3D]
point_lights : Array[FramePointLight3D]
spot_lights : Array[FrameSpotLight3D]
ambient_light : AmbientLight3D?
directional_shadow_map_size : Int
point_shadow_map_size : Int
}

#
RenderItem3D

pub(all) struct RenderItem3D {
entity_id : UInt?
transform : FrameTransform3D
mesh : MeshHandle
material : MaterialHandle
cast_shadows : Bool
receive_shadows : Bool
}

#
SceneHandle

pub(all) struct SceneHandle(UInt) derive(Eq, Hash,
Debug
)

#
Skybox3D

pub(all) struct Skybox3D {
cubemap : CubemapHandle
brightness : Double
rotation :
Quat

} derive(Eq,
Debug
)

#
SpotLight3D

pub(all) struct SpotLight3D {
direction :
Vec3

color :
Color

intensity : Double
range : Double
shadows : Bool
shadow_depth_bias : Double
shadow_normal_bias : Double
shadow_map_near_z : Double
inner_angle : Double
outer_angle : Double
}

#
StandardMaterial3D

pub(all) struct StandardMaterial3D {
base_color :
Color

base_color_texture : TextureBinding3D?
normal_texture : TextureBinding3D?
normal_scale : Double
emissive_texture : TextureBinding3D?
emissive_color :
Color

metallic_roughness_texture : TextureBinding3D?
occlusion_texture : TextureBinding3D?
occlusion_strength : Double
metallic : Double
roughness : Double
alpha_mode : AlphaMode3D
alpha_cutoff : Double
double_sided : Bool
unlit : Bool
}

#
Tangent3D

pub(all) struct Tangent3D {
x : Double
y : Double
z : Double
w : Double
} derive(Eq,
Debug
)

#
TextureBinding3D

pub(all) struct TextureBinding3D {
image : ImageHandle
sampler : TextureSampler3D
texcoord_set : Int
transform : TextureTransform3D
} derive(Eq,
Debug
)

#
TextureFilter3D

pub(all) enum TextureFilter3D {
Nearest
Linear
} derive(Eq,
Debug
)

#
TextureSampler3D

pub(all) struct TextureSampler3D {
wrap_u : TextureWrap3D
wrap_v : TextureWrap3D
min_filter : TextureFilter3D
mag_filter : TextureFilter3D
mipmap_filter : TextureFilter3D?
} derive(Eq,
Debug
)

#
TextureTransform3D

pub(all) struct TextureTransform3D {
offset :
Vec2

scale :
Vec2

rotation : Double
} derive(Eq,
Debug
)

#
TextureWrap3D

pub(all) enum TextureWrap3D {
ClampToEdge
Repeat
MirroredRepeat
} derive(Eq,
Debug
)

#
TriangleMesh3D

pub(all) struct TriangleMesh3D {
positions : Array[
Vec3
]
indices : Array[Int]?
topology : TriangleTopology3D
uv_sets : Array[Array[
Vec2
]]
normals : Array[
Vec3
]?
tangents : Array[Tangent3D]?
colors : Array[
Color
]?
} derive(Eq,
Debug
)

#
TriangleTopology3D

pub(all) enum TriangleTopology3D {
TriangleList
TriangleStrip
TriangleFan
} derive(Eq,
Debug
)

#
apply_texture_transform3d

fn apply_texture_transform3d(transform : TextureTransform3D, uv :
Vec2
) ->
Vec2

#
build_cascade_shadow_config3d

fn build_cascade_shadow_config3d(builder : CascadeShadowConfigBuilder3D) -> CascadeShadowConfig3D

#
cubemap_asset_six_faces

fn cubemap_asset_six_faces(faces : CubemapFaces3D) -> CubemapAsset3D

#
cubemap_faces3d

fn cubemap_faces3d(positive_x : ImageHandle, negative_x : ImageHandle, positive_y : ImageHandle, negative_y : ImageHandle, positive_z : ImageHandle, negative_z : ImageHandle) -> CubemapFaces3D

#
default_cascade_shadow_config3d

fn default_cascade_shadow_config3d() -> CascadeShadowConfig3D

#
default_cascade_shadow_config_builder3d

fn default_cascade_shadow_config_builder3d() -> CascadeShadowConfigBuilder3D

#
default_directional_light3d

fn default_directional_light3d() -> DirectionalLight3D

#
default_directional_light_shadow_map3d

fn default_directional_light_shadow_map3d() -> DirectionalLightShadowMap3D

#
default_point_light3d

fn default_point_light3d() -> PointLight3D

#
default_point_light_shadow_map3d

fn default_point_light_shadow_map3d() -> PointLightShadowMap3D

#
default_spot_light3d

fn default_spot_light3d() -> SpotLight3D

#
default_standard_material3d

fn default_standard_material3d() -> StandardMaterial3D

#
default_texture_sampler3d

fn default_texture_sampler3d() -> TextureSampler3D

#
default_texture_transform3d

fn default_texture_transform3d() -> TextureTransform3D

#
empty_render_frame3d

fn empty_render_frame3d() -> RenderFrame3D

#
skybox3d

fn skybox3d(cubemap : CubemapHandle, brightness? : Double, rotation? :
Quat
) -> Skybox3D

#
texture_binding3d

fn texture_binding3d(image : ImageHandle, texcoord_set? : Int, sampler? : TextureSampler3D, transform? : TextureTransform3D) -> TextureBinding3D

Source Files