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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)pub(all) struct DirectionalLight3D {
direction : Vec3
color : Color
intensity : Double
shadows : Bool
shadow_depth_bias : Double
shadow_normal_bias : Double
cascade_shadow_config : CascadeShadowConfig3D
}pub(all) enum MeshPrimitive3D {
Cube(Vec3)
Sphere(Double)
Cylinder(Double, Double, Double, Int)
Plane(Vec3)
Triangles(TriangleMesh3D)
} derive(Eq, Debug)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
}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
}pub(all) struct RenderItem3D {
entity_id : UInt?
transform : FrameTransform3D
mesh : MeshHandle
material : MaterialHandle
cast_shadows : Bool
receive_shadows : Bool
}pub(all) struct Skybox3D {
cubemap : CubemapHandle
brightness : Double
rotation : Quat
} derive(Eq, Debug)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
}pub(all) struct TextureBinding3D {
image : ImageHandle
sampler : TextureSampler3D
texcoord_set : Int
transform : TextureTransform3D
} derive(Eq, Debug)pub(all) struct TextureSampler3D {
wrap_u : TextureWrap3D
wrap_v : TextureWrap3D
min_filter : TextureFilter3D
mag_filter : TextureFilter3D
mipmap_filter : TextureFilter3D?
} derive(Eq, Debug)fn cubemap_faces3d(positive_x : ImageHandle, negative_x : ImageHandle, positive_y : ImageHandle, negative_y : ImageHandle, positive_z : ImageHandle, negative_z : ImageHandle) -> CubemapFaces3Dfn texture_binding3d(image : ImageHandle, texcoord_set? : Int, sampler? : TextureSampler3D, transform? : TextureTransform3D) -> TextureBinding3DECS game engine in MoonBit
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