MeshNode

Struct MeshNode 

Source
pub struct MeshNode {
    pub pass: MeshPass,
    pub queue: Rc<RefCell<MeshQueue>>,
    pub clear_color: Option<Color>,
}
Expand description

Render node for 3D mesh rendering with depth testing.

MeshNode renders all meshes queued in its associated MeshQueue. It supports:

  • Depth testing for correct occlusion
  • Per-instance transforms and color tints
  • Optional texturing
  • Compositing over previous pass output (background blitting)

§Integration with Render Graph

When used after other nodes (e.g., an effect pass for a background), MeshNode first blits the input texture, then renders meshes on top with depth testing. This allows 3D objects to be composited over procedural backgrounds.

§Clear Behavior

By default, MeshNode does not clear the target, allowing it to render on top of the previous pass. Use with_clear if you want to clear to a solid color first.

§Example

let queue = Rc::new(RefCell::new(MeshQueue::new()));
let cube_idx = queue.borrow_mut().add_mesh(Mesh::cube(&gpu));

let graph = RenderGraph::builder()
    .node(EffectNode::new(sky_effect))                    // Background
    .node(MeshNode::new(&gpu, Rc::clone(&queue)))         // 3D meshes on top
    .node(PostProcessNode::new(tonemap))                  // Post-process
    .build(&gpu);

// In render loop:
queue.borrow_mut().draw(cube_idx, Transform::default(), Color::WHITE);
graph.execute(&gpu, time, &camera);
queue.borrow_mut().clear_queue();

Fields§

§pass: MeshPass

The mesh rendering pass with pipeline and depth buffer.

§queue: Rc<RefCell<MeshQueue>>

Shared queue containing meshes, textures, and draw calls.

§clear_color: Option<Color>

Optional clear color. None preserves previous pass output.

Implementations§

Source§

impl MeshNode

Source

pub fn new(gpu: &GpuContext, queue: Rc<RefCell<MeshQueue>>) -> Self

Creates a new mesh render node.

The node is configured to render on top of the previous pass by default (no clearing). The depth buffer is created at the current GPU surface size.

§Arguments
  • gpu - GPU context for creating the mesh pass and depth buffer
  • queue - Shared mesh queue (typically Rc<RefCell<MeshQueue>>)
Source

pub fn with_clear(self, color: Color) -> Self

Sets a clear color, causing the target to be cleared before rendering.

Use this when MeshNode is the first node in the graph or when you don’t want to preserve the previous pass output.

§Arguments
  • color - The color to clear to before rendering meshes
§Returns

Self for method chaining (builder pattern).

Trait Implementations§

Source§

impl RenderNode for MeshNode

Source§

fn execute( &self, ctx: &mut RenderContext<'_>, target: &TextureView, input: Option<&TextureView>, )

Executes this node’s rendering operations. Read more
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fn check_hot_reload(&mut self, gpu: &GpuContext)

Called once per frame before execute() to check for hot-reload changes. Read more

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