Expand description
§onedrop-renderer
GPU rendering pipeline for Milkdrop visualizations using wgpu.
This crate provides a complete rendering engine for Milkdrop presets, including waveform rendering, motion effects, and shader-based transformations.
Re-exports§
pub use blend_renderer::BlendRenderer;pub use blur_pipeline::BlurPipeline;pub use border::BORDER_VERTICES_PER_RING;pub use border::BorderRenderer;pub use border::BorderUniform;pub use chain_textures::ChainTextures;pub use comp_pipeline::CompPipeline;pub use config::AudioLevels;pub use config::BorderParams;pub use config::FeedbackParams;pub use config::MeshQuality;pub use config::MeshSize;pub use config::MotionParams;pub use config::MotionVectorParams;pub use config::RenderConfig;pub use config::RenderState;pub use config::TextureFormat;pub use config::WaveParams;pub use custom_shape::CustomShapeBatch;pub use custom_shape::CustomShapeInstance;pub use custom_shape::CustomShapeRenderer;pub use custom_shape::MAX_CUSTOM_SHAPE_INSTANCES;pub use custom_shape::MAX_SHAPE_SIDES;pub use custom_shape::ShapeFlags;pub use custom_wave::CustomWaveBatch;pub use custom_wave::CustomWaveRenderer;pub use custom_wave::CustomWaveVertex;pub use custom_wave::MAX_CUSTOM_WAVE_VERTICES;pub use error::RenderError;pub use error::Result;pub use final_blend::BlendUniforms;pub use final_blend::FinalBlendPipeline;pub use gpu_context::GpuContext;pub use motion_vector::MAX_MOTION_VECTOR_SEGMENTS;pub use motion_vector::MotionVectorRenderer;pub use per_pixel_pipeline::PerPixelPipeline;pub use per_pixel_pipeline::PixelVarsUniform;pub use per_vertex_pipeline::PerVertexPipeline;pub use per_vertex_pipeline::VertexVarsUniform;pub use render_chain::RenderChain;pub use renderer::MilkRenderer;pub use sprite_pipeline::MAX_ACTIVE_SPRITES;pub use sprite_pipeline::SpriteBlendKind;pub use sprite_pipeline::SpriteDrawCmd;pub use sprite_pipeline::SpriteFrame;pub use sprite_pipeline::SpritePipeline;pub use sprite_pipeline::SpritePool;pub use sprite_pipeline::SpriteTexture;pub use sprite_pipeline::build_sprite_uniform;pub use sprite_pipeline::default_sprite_dirs;pub use sprite_pipeline::pick_first_existing;pub use text_pipeline::TEXT_ATLAS_SIZE;pub use text_pipeline::TextAtlas;pub use text_pipeline::TextFrame;pub use text_pipeline::TextPipeline;pub use text_pipeline::TextQuadVertex;pub use texture_pool::TexturePool;pub use texture_pool::UserTexture;pub use texture_pool::default_texture_dirs;pub use warp_mesh::WarpMesh;pub use warp_mesh::WarpMeshVertex;pub use warp_pipeline::WarpPipeline;pub use warp_pipeline::WarpVertex;pub use waveform::WavePoint;pub use waveform::WaveformMode;pub use waveform::WaveformRenderer;
Modules§
- blend_
renderer - Blend renderer for double-preset visualization.
- blur_
pipeline - Blur-pyramid GPU pipeline.
- border
- Outer + inner border pass.
- chain_
textures - Per-chain feedback textures.
- comp_
pipeline - Comp pass GPU pipeline.
- config
- Configuration for the renderer.
- custom_
shape - Custom-shape (
shapecode_N) pass. - custom_
wave - Custom-wave (
wavecode_N) pass. - error
- Error types for the onedrop-renderer crate.
- final_
blend - Final blend pipeline: composites primary + secondary chain outputs into the renderer’s display texture.
- gpu_
context - GPU context management.
- motion_
vector - Motion-vector grid pass.
- noise
- Procedural noise textures for the noise texture pack.
- per_
pixel_ pipeline - Per-pixel shader execution pipeline
- per_
vertex_ pipeline - Per-vertex shader execution pipeline
- pipeline_
helpers 🔒 - Small helpers shared by the renderer’s overlay pipelines (waveform, custom waves, custom shapes, borders, motion vectors).
- render_
chain - Per-preset rendering pipeline bundle.
- renderer
- Main renderer assembling the per-frame Milkdrop pipeline.
- sprite_
pipeline - Sprite (§5) GPU pipeline.
- text_
pipeline - Text overlay (§6) GPU pipeline.
- texture_
pool - User-loaded texture pool for the comp pass.
- user_
warp_ pipeline - User-shader path for the warp pass.
- warp_
mesh - Warp mesh — regular grid of vertices for the per-vertex warp pass.
- warp_
pipeline - Warp pass GPU pipeline.
- waveform
- Waveform pass — MD2 modes 0..7 wired into the renderer.