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Renderer

Struct Renderer 

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pub struct Renderer {
Show 18 fields pub depth: DepthTexture, pub msaa_texture: Texture, pub msaa_view: TextureView, pub surface_format: TextureFormat, pub scene_uniform_buffer: Buffer, pub scene_bind_group: BindGroup, pub scene_bind_group_layout: BindGroupLayout, pub lighting: LightingBuffer, pub material_pipeline: MaterialPipeline, pub mesh_renderer: MeshRenderer, pub grid_renderer: GridRenderer, pub overlay_renderer: OverlayRenderer, pub texture_cache: TextureCache, pub show_surface: bool, pub show_grid: bool, pub vertex_opts: VertexRenderOptions, pub edge_opts: EdgeRenderOptions, pub opacity: f32,
}

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§depth: DepthTexture§msaa_texture: Texture§msaa_view: TextureView§surface_format: TextureFormat§scene_uniform_buffer: Buffer§scene_bind_group: BindGroup§scene_bind_group_layout: BindGroupLayout§lighting: LightingBuffer§material_pipeline: MaterialPipeline§mesh_renderer: MeshRenderer§grid_renderer: GridRenderer§overlay_renderer: OverlayRenderer§texture_cache: TextureCache§show_surface: bool§show_grid: bool§vertex_opts: VertexRenderOptions§edge_opts: EdgeRenderOptions§opacity: f32

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impl Renderer

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

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pub fn upload_scene(&mut self, device: &Device, queue: &Queue, scene: &Scene)

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

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pub fn render_frame( &mut self, device: &Device, queue: &Queue, view: &TextureView, scene: &Scene, camera: &OrbitCamera, ) -> CommandBuffer

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pub fn render_scene_pass( &self, device: &Device, queue: &Queue, view: &TextureView, encoder: &mut CommandEncoder, scene: &Scene, camera: &OrbitCamera, )

Record the 3D scene pass onto an existing encoder (shared with egui). The view is the same surface texture view that egui will use with LoadOp::Load.

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pub fn render_scene_nodes( &self, render_pass: &mut RenderPass<'_>, scene: &Scene, device: &Device, parent_transform: Affine3A, )

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