# Packages
Package lsl provides a simple interface to the Lacking Shader Language.
# Functions
DefaultStageBuilder is a default implementation of a stage builder.
MeshGeometryBuilderWithColors is a MeshGeometryBuilderOption that enables the construction of vertices with colors.
MeshGeometryBuilderWithCoords is a MeshGeometryBuilderOption that enables the construction of vertices with coordinates.
MeshGeometryBuilderWithJoints is a MeshGeometryBuilderOption that enables the construction of vertices with joint indices.
MeshGeometryBuilderWithNormals is a MeshGeometryBuilderOption that enables the construction of vertices with normals.
MeshGeometryBuilderWithTangents is a MeshGeometryBuilderOption that enables the construction of vertices with tangents.
MeshGeometryBuilderWithTexCoords is a MeshGeometryBuilderOption that enables the construction of vertices with texture coordinates.
MeshGeometryBuilderWithWeights is a MeshGeometryBuilderOption that enables the construction of vertices with joint weights.
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NewMeshGeometryBuilder creates a new MeshGeometryBuilder with the provided options.
NewShapeBuilder creates a new simple mesh builder.
NewViewport creates a new Viewport with the specified parameters.
WithDirectionalShadowMapCascadeCount configures the maximum number of cascades that the directional shadow maps will have.
WithDirectionalShadowMapCount configures the graphics engine to use the specified number of directional shadow maps.
WithDirectionalShadowMapSize configures the graphics engine to use the specified size for the directional shadow maps.
WithPointShadowMapCount configures the graphics engine to use the specified number of point light shadow maps.
WithPointShadowMapSize configures the graphics engine to use the specified size for the point light shadow maps.
WithSpotShadowMapCount configures the graphics engine to use the specified number of spot light shadow maps.
WithSpotShadowMapSize configures the graphics engine to use the specified size for the spot light shadow maps.
WithStageBuilder configures the graphics engine to use the specified stage builder function.
# Constants
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FoVModeAnamorphic will abide to the aspect ratio setting and will pillerbox the image if necessary.
FoVModeHorizontalPlus will apply the FoV setting to the vertical direction and will adjust the horizontal direction accordingly to preserve the screen's aspect ratio.
FoVModePixelBased will use an orthogonal projection that will match in side the screen pixel size.
FoVModeVertialMinus will apply the FoV setting to the horizontal direction and will adjust the vertical direction accordingly to preserve the screen's aspect ratio.
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# Structs
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BloomStage is a stage that produces a bloom overlay texture.
BloomStageInput is used to configure a BloomStage.
Camera represents a 3D camera.
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DepthSourceStage is a stage that provides a depth source texture.
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Engine represents an entrypoint to 3D graphics rendering.
ExposureProbeStage is a stage that measures the brightness of the scene and adjusts the exposure of the camera accordingly.
ExposureProbeStageInput is used to configure an ExposureProbeStage.
ForwardConstraints contains the constraints imposed on the forward shader construction process.
ForwardSourceStage is a stage that provides source textures for a forward pass renderer.
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GeometryConstraints contains the constraints imposed on the geometry shader construction process.
GeometrySourceStage is a stage that provides source textures for a geometry pass renderer.
GeometryStage is a render stage that renders the geometry of the scene.
GeometryStageInput is used to configure a new GeometryStage.
LightingStage is responsible for rendering the lighting of the scene.
LightingStageInput is the input data for the LightingStage.
Material determines the appearance of a mesh on the screen.
MaterialInfo contains the information needed to create a Material.
MaterialPassInfo contains the information representing the rendering behavior of a material during a pass.
Mesh represents an instance of a 3D mesh.
MeshDefinition represents the definition of a mesh.
MeshDefinitionInfo contains everything needed to create a new MeshDefinition.
MeshGeometry represents the raw geometry of a mesh, without any materials or shading.
MeshGeometryBuilder is a helper for constructing a MeshDefinitionInfo.
MeshGeometryFragment represents a portion of a mesh that is drawn with a specific material and topology.
MeshGeometryFragmentInfo contains the information needed to represent a fragment of a mesh.
MeshGeometryIndexBuffer represents a buffer that contains index data.
MeshGeometryInfo contains everything needed to create a new MeshGeometry.
MeshGeometryVertexAttribute describes a single attribute of a vertex.
MeshGeometryVertexBuffer represents a buffer that contains vertex data.
MeshGeometryVertexFormat describes the data that is contained in a single vertex.
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Node represents a positioning of some entity in the 3D scene.
PointLight represents a light source that is positioned at a point in space and emits light evenly in all directions up to a range.
PointLightInfo contains the information needed to create a PointLight.
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Scene represents a collection of 3D render entities that comprise a single visual scene.
Shader represents a custom shader program.
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ShaderConstraints contains the constraints imposed on the shader construction process.
ShaderInfo contains the information needed to create a custom Shader.
ShadowConstraints contains the constraints imposed on the shadow shader construction process.
ShadowStage is a stage that renders shadows.
ShapeBuilder is responsible for creating meshes made of a single material.
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SkyConstraints contains the constraints imposed on the sky shader construction process.
SkyDefinition represents a sky that can be rendered in the scene.
SkyDefinitionInfo holds the information required to create a new sky definition.
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SolidShapeBuilder is responsible for creating solid mesh triangles.
SpotLight represents a light source that is positioned at a point in space and emits a light cone in down the -Z axis up to a range.
SpotLightInfo contains the information needed to create a SpotLight.
StageContext represents the context that is passed to a render stage.
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TextureBindingInfo contains the information needed to bind a texture to a material.
ToneMappingStage is a stage that applies tone mapping to the input HDR texture and outputs the result to the framebuffer.
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VertexBuilder is a helper for constructing a vertex for a mesh.
Viewport represents an area on the screen to which rendering will occur.
WireframeShapeBuilder is responsible for creating solid mesh lines.
# Interfaces
ShaderBuilder abstracts the process of building a shader program.
Stage represents a render stage (e.g.
# Type aliases
FoVMode determines how the camera field of view is calculated in the horizontal and vertical directions.
MeshGeometryBuilderOption is a function that modifies a MeshGeometryBuilder.
Option is a configuration function that can be used to customize the behavior of the graphics engine.
ShaderType specifies the type of a shader.
StageBuilderFunc is a function that creates a list of stages.
StageTextureParameter is a function that returns a texture that is used as a parameter to a render stage.
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