Module scene
Expand description
Rendering entities and scene data.
Modules§
- gpu_
material - GPU-side material projection.
- lighting
- Lighting uniform structures.
- material_
uniforms - Model and material uniform structures.
- mesh
- Defines data structures for mesh representation.
- render_
object - Structure representing a draw call.
Structs§
- Culling
Uniforms Data - Data for the light culling compute shader.
- Directional
Light Uniform - Data for a single directional light, formatted for GPU consumption.
- GpuMaterial
- A GPU-ready representation of a material: its uniform buffer, the PBR texture views it declares, the shared sampler, and a ready-to-bind group-2 bind group.
- GpuMesh
- A GPU-ready representation of a mesh, containing buffer IDs and draw parameters.
- Lighting
Uniforms - The structure of the global lighting uniform buffer.
- Material
Uniforms - Data for a material’s properties, formatted for the standard Lit Shader.
- Mesh
- Represents a complete mesh with vertex data and indices.
- Model
Uniforms - Data for a model’s transform, formatted for GPU consumption.
- Point
Light Uniform - Data for a single point light, formatted for GPU consumption.
- Render
Object - A low-level representation of a single draw call to be processed by a [
RenderLane]. - Spot
Light Uniform - Data for a single spot light, formatted for GPU consumption.
Constants§
- MAX_
DIRECTIONAL_ LIGHTS - Constants for maximum light counts.
- MAX_
POINT_ LIGHTS - Maximum number of point lights supported in the global lighting buffer.
- MAX_
SPOT_ LIGHTS - Maximum number of spot lights supported in the global lighting buffer.