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Module render

Module render 

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Render-data layer — the per-frame extracted scene representation.

Per CLAD this module is a data responsibility. The per-frame projection of the scene is now owned by RenderFlow, which publishes a RenderWorld into the LaneBus during the Substrate Pass.

Render lanes consume that view from the bus; they no longer query the ECS World directly.

Modules§

shadow_bindings
Bind-group contract for the shadow-aware lighting bind group (group 3 in every lit pipeline).

Structs§

EditorViewportOverride
Shared, mutable per-frame view override.
ExtractedLight
Flat, GPU-friendly representation of a light source.
ExtractedMesh
Flat, GPU-friendly representation of a single mesh to render.
ExtractedView
Flat representation of a camera view.
FrameGraph
Per-frame collection of recorded passes.
GizmoFrame
Per-frame gizmo lines published by a host application (editor, debug tooling) and consumed by the engine’s GizmoLane.
GridConfig
Editor grid overlay state.
OverlayPassSlot
Deck slot carrying the overlay / debug-viz pass, written by OverlayAgent.
PassContribution
A render pass an agent contributes for this frame.
PassDescriptor
Declarative description of a render pass.
RenderWorld
All scene data needed to render one frame.
ScenePassSlot
Deck slot carrying the main scene pass, written by RenderAgent.
ShadowEntries
Per-frame shadow lookup keyed by light index in RenderWorld.lights.
ShadowFrame
Per-frame shadow output published by the shadow lane into the deck.
ShadowGpuBindings
Per-frame GPU resources shadow strategies publish for lit lanes.
SkyboxPassSlot
Deck slot carrying the skybox / environment-background pass, written by SkyboxAgent. Folded in after the scene pass and before overlays, so the sky sits behind the geometry (depth-tested) and under the debug overlays.
UiPassSlot
Deck slot carrying the UI pass, written by UiAgent.
WireframeConfig
Wireframe debug-overlay state.

Enums§

ResourceId
Logical resource handle in the frame graph — used for declaring reads/writes.
ShadowEntry
Shadow data computed by a shadow strategy for a single light.

Functions§

extract_active_camera_view
Extracts the first active camera as a [ViewInfo] suitable for pushing to the renderer.
fill_shadow_bind_group_entries
Pushes the three shadow-related [BindGroupEntry] values into entries. Lit lanes call this immediately after pushing their own LIGHTING_UNIFORMS entry.
primary_view
Returns the primary ExtractedView for the frame: the first active scene Camera, or — if none — the editor’s EditorViewportOverride.
shadow_bind_group_layout_entries
Returns the three [BindGroupLayoutEntry] values shadow contributes to the lit lane’s group-3 bind group layout.
submit_frame_graph
Drains graph and submits every recorded command buffer in topological order. Returns the number of submitted buffers.

Type Aliases§

ShadowResult
Shadow result for a single light: view-projection matrix + atlas layer index.
SharedFrameGraph
Shared, mutable handle on the per-frame graph — registered as a service.