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    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