Bounded in-memory PNG/JPEG texture decoding with explicit base-colour/data-map roles; RGBA8 pixels are published only after a complete decode. Input only: no material assignment, GPU shading or persistence. Refs #900. Contributed by @0xlillith. Co-authored-by: lillith <[email protected]>
23 lines
1.2 KiB
Rust
23 lines
1.2 KiB
Rust
//! View math shared by the GPU viewport and headless rendering: an orbit camera with
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//! perspective or orthographic projection, screen ↔ world mapping and picking rays, plus a small
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//! CPU rasterizer (z-buffer, shaded triangles, depth-tested lines) for snapshots without a GPU.
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#![deny(clippy::unwrap_used, clippy::expect_used, clippy::panic, clippy::unimplemented, clippy::todo, clippy::unreachable)]
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#![forbid(unsafe_code)]
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mod backend;
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mod camera;
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mod curve_display;
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pub mod lighting;
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mod raster;
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pub mod surface;
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pub mod texture_input;
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pub use backend::{
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Availability, BackendDescriptor, BackendId, ExecutorDescriptor, ExecutorId, MAX_RENDER_ID_BYTES, RenderFeature, RenderFormat, RenderLimits,
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RenderMode, RenderOperation, RenderPolicy, RenderProfile, RenderRequest, ResolveError, ResolvedRequest, ScratchLayout, builtin_backend,
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resolve_request,
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};
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pub use camera::{Camera, CameraAnim, Mat4, Quat, StandardView, UpAxis, ease_in_out};
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pub use curve_display::{PixelCurveView, SampledPath, SamplingBudget, SamplingQuality, sample_segment, sample_segment_unclipped};
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pub use raster::{Canvas, Rgb, SECTION_CAP, Scene, SceneLine, SceneMesh, png, render, render_png, render_transparent};
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