Modules§
Structs§
- Color
Grading - Configures filmic color grading parameters to adjust the image appearance.
- Color
Grading Global - Filmic color grading values applied to the image as a whole (as opposed to individual sections, like shadows and highlights).
- Color
Grading Section - A section of color grading values that can be selectively applied to shadows, midtones, and highlights.
- Color
Grading Uniform - The
ColorGrading
structure, packed into the most efficient form for the GPU. - Extracted
View - Describes a camera in the render world.
- Extracted
Window - Extracted
Windows - Inherited
Visibility - Whether or not an entity is visible in the hierarchy.
This will not be accurate until
VisibilityPropagate
runs in thePostUpdate
schedule. - NoCpu
Culling - NoFrustum
Culling - Use this component to opt-out of built-in frustum culling for entities, see
Frustum
. - NoIndirect
Drawing - Add this component to a camera to disable indirect mode.
- Post
Process Write - Previous
Visible Entities - Stores all entities that were visible in the previous frame.
- Render
Layers - Describes which rendering layers an entity belongs to.
- Render
Visibility Ranges - Stores information related to
VisibilityRange
s in the render world. - Render
Visible Entities - Collection of entities visible from the current view.
- Retained
View Entity - An identifier for a view that is stable across frames.
- View
Depth Texture - View
Plugin - View
Target - View
Target Attachments - Contains
OutputColorAttachment
used for each target present on any view in the current frame, after being prepared byprepare_view_attachments
. Users that want to override the default output color attachment for a specific target can do so by adding aOutputColorAttachment
to this resource beforeprepare_view_targets
is called. - View
Uniform - View
Uniform Offset - View
Uniforms - View
Visibility - Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
- Visibility
Class - A bucket into which we group entities for the purposes of visibility.
- Visibility
Plugin - Visibility
Range - Specifies the range of distances that this entity must be from the camera in order to be rendered.
- Visibility
Range Plugin - A plugin that enables
VisibilityRange
s, which allow entities to be hidden or shown based on distance to the camera. - Visible
Entities - Collection of entities visible from the current view.
- Visible
Entity Ranges - Stores which entities are in within the
VisibilityRange
s of views. - Window
Render Plugin - Window
Surfaces
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.
- Visibility
Systems
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§
- add_
visibility_ class - A generic component add hook that automatically adds the appropriate
VisibilityClass
to an entity. - calculate_
bounds - Computes and adds an
Aabb
component to entities with aMesh3d
component and without aNoFrustumCulling
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
VisibilityRange
s are potentially visible. - clear_
view_ attachments - Clears the view target
OutputColorAttachment
s. - create_
surfaces - Creates window surfaces.
- extract_
visibility_ ranges - Extracts all
VisibilityRange
components from the main world to the render world and inserts them intoRenderVisibilityRanges
. - 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.