RenderWorld

Struct RenderWorld 

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pub struct RenderWorld {
    pub meshes: Vec<ExtractedMesh>,
    pub lights: Vec<ExtractedLight>,
}
Expand description

A collection of all data extracted from the main World needed for rendering a single frame.

This acts as the primary input to the entire rendering system. By decoupling from the main ECS, the render thread can work on this data without contention while the simulation thread advances the next frame.

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§meshes: Vec<ExtractedMesh>

A list of all meshes to be rendered in the current frame.

§lights: Vec<ExtractedLight>

A list of all active lights affecting the current frame.

Implementations§

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impl RenderWorld

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pub fn new() -> Self

Creates a new, empty RenderWorld.

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pub fn clear(&mut self)

Clears all the data in the RenderWorld, preparing it for the next frame’s extraction.

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pub fn directional_light_count(&self) -> usize

Returns the number of directional lights in the render world.

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pub fn point_light_count(&self) -> usize

Returns the number of point lights in the render world.

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pub fn spot_light_count(&self) -> usize

Returns the number of spot lights in the render world.

Trait Implementations§

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impl Default for RenderWorld

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fn default() -> RenderWorld

Returns the “default value” for a type. Read more

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