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Renderer

Struct Renderer 

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pub struct Renderer {
Show 37 fields pub surface: Surface<'static>, pub device: Device, pub queue: Queue, pub config: SurfaceConfiguration<Vec<TextureFormat>>, pub size: PhysicalSize<u32>, pub depth_texture_view: TextureView, pub scene: SceneState, pub post: PostProcessState, pub gpu_particles: Option<GpuParticleSystem>, pub gpu_physics: Option<GpuPhysicsSystem>, pub gpu_fluid: Option<GpuFluidSystem>, pub deferred: Option<DeferredState>, pub gpu_cull: Option<GpuCullState>, pub ssao: Option<SsaoState>, pub ssr: Option<SsrState>, pub ssgi: Option<SsgiState>, pub volumetric: Option<VolumetricState>, pub decal: Option<DecalState>, pub taa: Option<TaaState>, pub fxaa: Option<FxaaState>, pub debug_renderer: Option<GizmoRendererSystem>, pub asset_manager: RwLock<AssetManager>, pub web_profile: WebProfile, pub shading_mode: u32, pub environment_preset: u32, pub environment_preset_2: u32, pub environment_blend_t: f32, pub bloom_intensity: f32, pub bloom_threshold: f32, pub exposure: f32, pub dof_enabled: bool, pub dof_focus_dist: f32, pub dof_focus_range: f32, pub dof_blur_size: f32, pub chromatic_aberration: f32, pub film_grain_intensity: f32, pub point_shadows_enabled: bool,
}

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§surface: Surface<'static>§device: Device§queue: Queue§config: SurfaceConfiguration<Vec<TextureFormat>>§size: PhysicalSize<u32>§depth_texture_view: TextureView§scene: SceneState§post: PostProcessState§gpu_particles: Option<GpuParticleSystem>§gpu_physics: Option<GpuPhysicsSystem>§gpu_fluid: Option<GpuFluidSystem>§deferred: Option<DeferredState>§gpu_cull: Option<GpuCullState>§ssao: Option<SsaoState>§ssr: Option<SsrState>§ssgi: Option<SsgiState>§volumetric: Option<VolumetricState>§decal: Option<DecalState>§taa: Option<TaaState>§fxaa: Option<FxaaState>§debug_renderer: Option<GizmoRendererSystem>§asset_manager: RwLock<AssetManager>§web_profile: WebProfile§shading_mode: u32§environment_preset: u32§environment_preset_2: u32§environment_blend_t: f32§bloom_intensity: f32§bloom_threshold: f32§exposure: f32§dof_enabled: bool§dof_focus_dist: f32§dof_focus_range: f32§dof_blur_size: f32§chromatic_aberration: f32§film_grain_intensity: f32§point_shadows_enabled: bool

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impl Renderer

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pub fn load_shader( device: &Device, file_path: &str, fallback_src: &str, label: &str, ) -> ShaderModule

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pub async fn new(window: Arc<Window>) -> Renderer

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pub fn rebuild_shaders(&mut self)

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pub fn ensure_instance_capacity(&mut self, needed: usize) -> bool

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pub fn resize(&mut self, new_size: PhysicalSize<u32>)

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pub fn create_cube(&self) -> Mesh

Küp mesh oluşturur.

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pub fn create_sphere(&self, radius: f32, stacks: u32, slices: u32) -> Mesh

Küre mesh oluşturur.

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pub fn create_plane(&self, size: f32) -> Mesh

Düzlem mesh oluşturur.

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pub fn create_checkerboard_texture(&self) -> Arc<BindGroup>

Dama dokusu (checkerboard) oluşturur — test materyalleri için idealdir. Cache’lenir: aynı doku tekrar oluşturulmaz.

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pub fn create_white_texture(&self) -> Arc<BindGroup>

Düz beyaz doku — varsayılan materyal için. Cache’lenir: aynı doku tekrar oluşturulmaz.

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pub fn load_texture(&self, path: &str) -> Result<Arc<BindGroup>, String>

Diskten doku yükler (BC7 pipeline dahil). Cache’lenir: aynı dosya yolu tekrar yüklenmez.

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pub fn load_gltf(&self, path: &str) -> Result<GltfSceneAsset, String>

Diskten bir GLTF (veya GLB) modelini senkron olarak yükler.

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pub fn create_skeleton(&self, hierarchy: Arc<SkeletonHierarchy>) -> Skeleton

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pub fn run_post_processing( &self, encoder: &mut CommandEncoder, output_view: &TextureView, )

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pub fn update_post_process(&self, queue: &Queue, params: PostProcessUniforms)

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pub fn create_mesh(&self, vertices: &[Vertex]) -> Buffer

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pub fn create_texture( &self, rgba_bytes: &[u8], width: u32, height: u32, ) -> BindGroup

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