Expand description
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§
- Editor
Viewport Override - Shared, mutable per-frame view override.
- Extracted
Light - Flat, GPU-friendly representation of a light source.
- Extracted
Mesh - Flat, GPU-friendly representation of a single mesh to render.
- Extracted
View - Flat representation of a camera view.
- Frame
Graph - Per-frame collection of recorded passes.
- Gizmo
Frame - Per-frame gizmo lines published by a host application (editor,
debug tooling) and consumed by the engine’s
GizmoLane. - Grid
Config - Editor grid overlay state.
- Overlay
Pass Slot - Deck slot carrying the overlay / debug-viz pass, written by
OverlayAgent. - Pass
Contribution - A render pass an agent contributes for this frame.
- Pass
Descriptor - Declarative description of a render pass.
- Render
World - All scene data needed to render one frame.
- Scene
Pass Slot - Deck slot carrying the main scene pass, written by
RenderAgent. - Shadow
Entries - Per-frame shadow lookup keyed by light index in
RenderWorld.lights. - Shadow
Frame - Per-frame shadow output published by the shadow lane into the deck.
- Shadow
GpuBindings - Per-frame GPU resources shadow strategies publish for lit lanes.
- Skybox
Pass Slot - 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. - UiPass
Slot - Deck slot carrying the UI pass, written by
UiAgent. - Wireframe
Config - Wireframe debug-overlay state.
Enums§
- Resource
Id - Logical resource handle in the frame graph — used for declaring reads/writes.
- Shadow
Entry - 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 intoentries. Lit lanes call this immediately after pushing their ownLIGHTING_UNIFORMSentry. - primary_
view - Returns the primary
ExtractedViewfor the frame: the first active sceneCamera, or — if none — the editor’sEditorViewportOverride. - 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
graphand submits every recorded command buffer in topological order. Returns the number of submitted buffers.
Type Aliases§
- Shadow
Result - Shadow result for a single light: view-projection matrix + atlas layer index.
- Shared
Frame Graph - Shared, mutable handle on the per-frame graph — registered as a service.