Module view

Source

Modules§

visibility
window

Structs§

ColorGrading
Configures filmic color grading parameters to adjust the image appearance.
ColorGradingGlobal
Filmic color grading values applied to the image as a whole (as opposed to individual sections, like shadows and highlights).
ColorGradingSection
A section of color grading values that can be selectively applied to shadows, midtones, and highlights.
ColorGradingUniform
The ColorGrading structure, packed into the most efficient form for the GPU.
ExtractedView
ExtractedWindow
ExtractedWindows
GpuCulling
InheritedVisibility
Whether or not an entity is visible in the hierarchy. This will not be accurate until VisibilityPropagate runs in the PostUpdate schedule.
NoCpuCulling
NoFrustumCulling
Use this component to opt-out of built-in frustum culling for entities, see Frustum.
PostProcessWrite
RenderLayers
Describes which rendering layers an entity belongs to.
RenderVisibilityRanges
Stores information related to VisibilityRanges in the render world.
RenderVisibleEntities
Collection of entities visible from the current view.
ViewDepthTexture
ViewPlugin
ViewTarget
ViewTargetAttachments
Contains OutputColorAttachment used for each target present on any view in the current frame, after being prepared by prepare_view_attachments. Users that want to override the default output color attachment for a specific target can do so by adding a OutputColorAttachment to this resource before prepare_view_targets is called.
ViewUniform
ViewUniformOffset
ViewUniforms
ViewVisibility
Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
VisibilityBundleDeprecated
A Bundle of the Visibility, InheritedVisibility, and ViewVisibility Components, which describe the visibility of an entity.
VisibilityPlugin
VisibilityRange
Specifies the range of distances that this entity must be from the camera in order to be rendered.
VisibilityRangePlugin
A plugin that enables VisibilityRanges, which allow entities to be hidden or shown based on distance to the camera.
VisibleEntities
Collection of entities visible from the current view.
VisibleEntityRanges
Stores which entities are in within the VisibilityRanges of views.
WindowRenderPlugin
WindowSurfaces

Enums§

Msaa
Component for configuring the number of samples for Multi-Sample Anti-Aliasing for a Camera.
Visibility
User indication of whether an entity is visible. Propagates down the entity hierarchy.
VisibilitySystems

Constants§

DEFAULT_LAYERS
VIEW_TYPE_HANDLE
VISIBILITY_RANGES_STORAGE_BUFFER_COUNT
We need at least 4 storage buffer bindings available to enable the visibility range buffer.

Functions§

calculate_bounds
Computes and adds an Aabb component to entities with a Mesh3d component and without a NoFrustumCulling component.
check_visibility
System updating the visibility of entities each frame.
check_visibility_ranges
Checks all entities against all views in order to determine which entities with VisibilityRanges are potentially visible.
clear_view_attachments
Clears the view target OutputColorAttachments.
create_surfaces
Creates window surfaces.
extract_visibility_ranges
Extracts all VisibilityRange components from the main world to the render world and inserts them into RenderVisibilityRanges.
need_surface_configuration
prepare_view_attachments
Prepares the view target OutputColorAttachment for each view in the current frame.
prepare_view_targets
prepare_view_uniforms
prepare_windows
(re)configures window surfaces, and obtains a swapchain texture for rendering.
update_frusta
Updates Frustum.
write_render_visibility_ranges
Writes the RenderVisibilityRanges table to the GPU.

Type Aliases§

Layer
An identifier for a rendering layer.