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populate_awsm_scene — load an [awsm_scene::Scene] (the runtime bundle's
scene.toml) into the renderer. The parallel to
awsm_renderer_gltf::populate_gltf: that loads foreign glTF, this loads
our format. They share the same renderer core — glb meshes in a bundle go
through populate_gltf's machinery, primitives regenerate via awsm-meshgen,
and our materials / clips bind on top.
The headline use is the round-trip test: in the MCP-controlled browser
session, export_player_bundle → populate_awsm_scene → screenshot, compared
against the source render. The model-test page can load a .glb or one of
our exported bundles this way.
Runs as one batched, phased pass (build materials → upload textures → upload
meshes → load animation → compile pipelines), reporting each [LoadPhase]
through a callback. Handles: the node hierarchy (transforms); primitive
meshes with their built-in materials; glb meshes (assets/<id>.glb) AND
skinned meshes (assets/<skin.source>.glb), both fed through
populate_gltf with [GltfMaterialSource::Single] so they take OUR material
(no glTF default-mint) and ride the same geometry+skin+morph upload foreign
glTF uses; lights (shared light_from_config + shadow params);
cameras; textures + custom-WGSL materials; and animation — the scene's
clips + NLA mixer ([animation::load_animations]) lowered against the per-node
keys built here. The loader only LOADS the clips; the consumer drives the
clock (a player's update_animations, or the editor round-trip's playhead
pin). Remaining follow-on: driving a skinned mesh's rig glb joints from our
Transform tracks (skin correspondence — the rig still poses at bind pose, and
its bone tracks currently target the scene bone nodes, not the glb joints).