Mibo.Rendering.Graphics3D Namespace
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A billboard (camera-facing quad) in 3D space. |
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Builder for creating individual Billboard3D objects. Used via the billboard computation expression. |
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Billboard facing mode. |
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Intermediate state for building a camera-facing billboard. Usually created via the billboard computation expression. |
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Configuration for Bloom post-process effect. Creates a soft glow around pixels that exceed the threshold brightness. |
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Module for building a 3D frame by submitting commands to a RenderBuffer. Recommended usage: 'buffer |> Buffer.camera ... |> Buffer.draw ...' |
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Camera for 3D rendering |
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Directional light (e.g., sun). Infinite distance, parallel rays. Covers the entire view frustum via cascades. |
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A single drawable object ready for the pipeline |
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Internal helpers for managing DrawState. |
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Intermediate state used to accumulate properties for a 3D object before it is submitted to the renderer. Usually created via the draw computation expression. |
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Effect-driven billboard draw. |
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Standard transformation matrices used during effect setup. |
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Effect-driven quad draw. |
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Callback for configuring an effect before a draw operation. |
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Render pipeline interface for 3D rendering. Implementations process render commands and produce final frame output. |
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Discriminated union of all supported light types. |
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The complete lighting state for a scene. Passed to the renderer via 'SetLighting' command. |
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Complete material definition |
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Material rendering flags |
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Mesh geometry reference |
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PBR material properties |
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Provides a fluent, discoverable API for submitting 3D rendering commands to a RenderBuffer. |
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Main configuration for the 3D Render Pipeline. |
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Point light (omni-directional). Falls off with distance. |
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Configuration for the Post-Processing pipeline phase. |
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A textured quad in 3D space, represented as center + basis half-extents. |
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Intermediate state for building a textured quad. Usually created via the quad computation expression. |
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Render commands that the pipeline processes in order |
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Coarse rendering pass selection for 3D. |
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Shader base types for override mapping |
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Configuration for the Shadow Atlas system. |
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Shadow settings for a light. |
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Configuration for soft shadow rendering (PCF/Poisson). |
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Spot light (conical). Directional point light with inner/outer cone falloff. |
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Sprite-style billboard draw. |
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Provides low-level functional helpers for creating Sprite3D primitives without using computation expressions. |
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Sprite-style quad draw. |
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Configuration for Screen Space Ambient Occlusion (SSAO). Adds depth perception by darkening corners and crevices where geometry is close together. |
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Tone mapping algorithms for HDR -> LDR conversion. Controls how high dynamic range values are compressed to fit within displayable range. |
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Mibo