BorderRenderer

Struct BorderRenderer 

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pub struct BorderRenderer {
    pipeline: RenderPipeline,
    bind_group_layout: BindGroupLayout,
    outer_uniform: Buffer,
    inner_uniform: Buffer,
    outer_bind_group: BindGroup,
    inner_bind_group: BindGroup,
    outer_visible: bool,
    inner_visible: bool,
}
Expand description

GPU pass for the two MD2 border rings.

Holds one shader, one alpha-blended pipeline, and two uniform buffers (outer + inner ring) wired through a shared bind-group layout. Each frame’s Self::update writes both buffers; Self::render dispatches one draw per ring whose alpha is non-zero.

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§pipeline: RenderPipeline§bind_group_layout: BindGroupLayout§outer_uniform: Buffer§inner_uniform: Buffer§outer_bind_group: BindGroup§inner_bind_group: BindGroup§outer_visible: bool§inner_visible: bool

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impl BorderRenderer

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pub fn new(device: &Device, format: TextureFormat) -> Self

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pub fn update(&mut self, queue: &Queue, params: BorderParams, aspect_ratio: f32)

Recompute the per-ring uniforms from a BorderParams snapshot and the current output aspect ratio. Rings with alpha ≤ 0 are flagged as invisible so Self::render skips their draw call.

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pub fn render(&self, encoder: &mut CommandEncoder, view: &TextureView)

Render both visible rings into view. The pass loads existing contents (no clear) so it composites on top of the warp / wave / shape output.

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pub fn batch_count(&self) -> usize

Number of draw calls the next Self::render will issue. Exposed for tests asserting that the pass becomes a no-op when both rings are transparent.

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pub fn bind_group_layout(&self) -> &BindGroupLayout

Read-only access to the bind-group layout. Currently used only in unit tests that build their own pipelines.

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