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Crate loam_render

Crate loam_render 

Source

Re-exports§

pub use depth::DepthBuffer;
pub use lattice::Viewport;
pub use line_raster::LineRasterNode;
pub use line_raster::LineRasterUniforms;
pub use line_raster_static_r4::LineRasterStaticR4Node;
pub use line_raster_static_r4::LineRasterStaticR4Uniforms;
pub use material::MaterialPipeline;
pub use material::MaterialSpec;
pub use pass::ColorLoad;
pub use pass::FrameFormat;
pub use pass::FramePass;
pub use pass::FrameTarget;
pub use pass::GpuTime;
pub use pass::PassError;
pub use pass::PassExecutionError;
pub use pass::PassPhase;
pub use pass::PassSchedule;
pub use pass::PassStage;
pub use pass::Section;
pub use passes::HyperslicePass;
pub use passes::LinePass;
pub use passes::PointPass;
pub use passes::RaymarchPass;
pub use passes::SkyGroundPass;
pub use point_raster::PointInstance;
pub use point_raster::PointRasterNode;
pub use point_raster::PointRasterUniforms;
pub use present::Presenter;
pub use raymarch::RayMarchNode;
pub use raymarch::RayMarchUniforms;
pub use sky_ground::Ground;
pub use sky_ground::Sky;
pub use sky_ground::SkyGroundNode;
pub use sky_ground::SkyGroundUniforms;
pub use triangle_pass::GroundLocked;
pub use triangle_pass::TriangleFeed;
pub use triangle_raster::FragmentShading;
pub use triangle_raster::TriangleRasterNode;
pub use triangle_raster::TriangleRasterUniforms;
pub use triangle_raster::TriangleVertex;

Modules§

composite
Browser WebGPU advertises only linear canvas formats, so the scene renders offscreen and this pass sRGB-encodes it into the swapchain. Native sRGB swapchains skip it.
depth
device
gizmo
gpu_timer
wgpu rejects MAP_READ | QUERY_RESOLVE on one buffer and locks a whole buffer while any slice is mapped, so the resolve buffer copies into a map buffer.
hypergimbal
lattice
line_raster
The caller owns the depth texture and clears it before this node’s draw, which loads both color and depth.
line_raster_static_r4
material
pass
passes
point_raster
present
raymarch
A user shader for RayMarchNode exports vs_fullscreen(@builtin(vertex_index)) and fs_main(@builtin(position)) and binds RayMarchUniforms at group 0, binding 0.
shader
Callers pass WGSL modules in dependency order.
sky_ground
triangle_pass
triangle_raster
view
Root image space: the eye at the origin looking down -Z. Depth is near / -z, reversed-Z in Depth32Float, cleared to zero and compared GreaterEqual; every pass here writes that quantity, and StandardZ nodes serve the old paths only.

Enums§

DepthConvention
ReversedZ follows the view depth contract; StandardZ serves a standard perspective matrix.
DepthMode