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HeadlessSceneRenderer

Struct HeadlessSceneRenderer 

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pub struct HeadlessSceneRenderer { /* private fields */ }
Expand description

GPU.11 — headless scene-DDA renderer for tests + offline visual gates. Owns the scene_dda.wgsl compute pipeline with no surface and no blit pass; renders a GpuSceneResident to an in-memory RGBA framebuffer via texture readback. The per-substage visual gate (render reference scenes, diff PPMs) and the GPU.11.1 mip render-diff both ride on this.

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impl HeadlessSceneRenderer

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pub fn new(device: &Device, queue: &Queue, width: u32, height: u32) -> Self

Build the compute pipeline + output/readback resources for a width × height framebuffer. Validates scene_dda.wgsl and the scene::GridStaticMeta std430 layout at pipeline / bind-group time.

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pub fn set_side_shades(&mut self, s: [i8; 6])

Set per-face side-shades for subsequent Self::render calls — voxlap setsideshades(top, bot, left, right, up, down), each an i8 stamped as u8 (matching the engine path). Lets the gate test the GPU side-shade darkening.

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pub fn render( &self, device: &Device, queue: &Queue, scene: &GpuSceneResident, cameras: &[Camera], fov_y_rad: f32, max_outer_steps: u32, mip_scan_dist: f32, ) -> Vec<u32>

Render scene from cameras (one per grid) and read the framebuffer back as width*height packed 0xAABBGGRR pixels (R in the low byte). Fog is disabled. mip_scan_dist drives the GPU.11.1 scene-grid LOD (0 = always mip-0). Blocks on readback.

§Panics

If cameras.len() != scene.grid_count.

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