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SceneRenderer

Struct SceneRenderer 

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pub struct SceneRenderer {
    pub fabric: Box<DreamFabric>,
    pub last_frame_contract: FrameContract,
    /* private fields */
}
Expand description

Scene renderer for the runtime. Owns DreamFabric and depth buffer.

Memory safety:

  • depth_texture / depth_view are recreated on resize (old dropped first).
  • fabric owns GPU scene, observer, meshlet, cull, and particle resources.
  • fabric.matter is the single owner of all particle systems.
  • No Arc/Mutex — single-owner, no thread sharing.

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§fabric: Box<DreamFabric>§last_frame_contract: FrameContract

Last frame contract — public API for app layer.

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impl SceneRenderer

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pub fn new(ws: &WindowState) -> Self

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pub fn with_msaa(ws: &WindowState, msaa_samples: u32) -> Self

Create renderer with explicit MSAA sample count.

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pub fn resize(&mut self, width: u32, height: u32, device: &Device)

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pub fn render( &mut self, ws: &WindowState, scene: &Scene, dt: f32, player_pos: Vec3, active_layer: TopologyLayer, )

Render the scene. Frame sequence:

  1. Acquire surface texture (handle Lost/Outdated gracefully)
  2. DreamFabric begin_frame (observer update, GPU upload)
  3. Sync GPU scene transforms from engine scene
  4. Extract → Prepare → Queue (render staging)
  5. DreamFabric end_frame (cull → DreamMatter simulate → render → picking)
  6. GPU timestamp resolve + readback
  7. Submit + present
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pub fn render_entangled( &mut self, ws: &WindowState, scene: &Scene, dt: f32, entanglement: &CausalEntanglement, active_layer: TopologyLayer, )

Render with CausalEntanglement — production entry point. Same pipeline as render() but uses begin_frame_entangled() for observer-aware quantum culling via CausalEntanglement.

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pub fn dimensions(&self) -> (u32, u32)

Current render dimensions.

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pub fn msaa_samples(&self) -> u32

MSAA sample count.

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pub fn msaa_view(&self) -> Option<&TextureView>

Get the MSAA view for render pass color attachment. Returns None when MSAA is disabled (sample_count = 1).

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pub fn last_picked_id(&self) -> u32

Last picked object ID.

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pub fn last_frame_stats(&self) -> FrameStats

Per-frame stats. cpu_ms is the wall-clock frame time from FrameTimer. gpu_ms is populated from GPU timestamp queries when available (1-frame lag).

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pub fn set_post_process_config(&mut self, config: PostProcessConfig)

Set post-processing configuration.

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pub fn post_process_config(&self) -> &PostProcessConfig

Get post-processing configuration.

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pub fn set_scene_dream_mode(&mut self, mode: SceneDreamMode)

Set the scene rendering mode.

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pub fn scene_dream_mode(&self) -> SceneDreamMode

Get the current scene rendering mode.

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pub fn set_causal_observer_sender(&mut self, tx: CausalObserverLaneSender)

Set the causal observer lane sender for cold path dispatch.

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pub fn set_bridge_seal(&mut self, seal: [u8; 32])

Set the last bridge seal digest (from decoder).

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pub fn frame_gate(&self) -> &FrameGate

Get the frame gate for quality tier inspection.

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pub fn frame_seal(&self) -> &FrameSeal

Get the frame seal for chain depth inspection.

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pub fn frame_memory(&self) -> &FrameMemory

Get the frame memory for replay/debug access.

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pub fn causal_observer_recorder(&self) -> &CausalObserverRecorder

Get the causal observer recorder for KPI timing.

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