CustomShapeRenderer

Struct CustomShapeRenderer 

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pub struct CustomShapeRenderer {
    fill_pipelines: [RenderPipeline; 2],
    outline_pipelines: [RenderPipeline; 2],
    bind_group: BindGroup,
    bgl: BindGroupLayout,
    instance_buffer: Buffer,
    uniform_buffer: Buffer,
    sampler: Sampler,
    instance_count: u32,
    batches: Vec<CustomShapeBatch>,
}
Expand description

GPU pass. Owns the per-frame instance storage buffer + the four pipelines (fill × alpha/additive, outline × alpha/additive). The fragment shader picks textured vs. solid via a per-instance flag bit, so we don’t need a separate textured pipeline.

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§fill_pipelines: [RenderPipeline; 2]§outline_pipelines: [RenderPipeline; 2]§bind_group: BindGroup§bgl: BindGroupLayout§instance_buffer: Buffer§uniform_buffer: Buffer§sampler: Sampler§instance_count: u32§batches: Vec<CustomShapeBatch>

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impl CustomShapeRenderer

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

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pub fn rebind_prev_texture( &mut self, device: &Device, prev_texture_view: &TextureView, )

Re-bind prev_texture_view after a resize / texture realloc. The instance + uniform buffers persist, only the texture view changes.

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pub fn update( &mut self, queue: &Queue, instances: &[CustomShapeInstance], batches: &[CustomShapeBatch], aspect: f32, )

Replace the per-frame instance stream + batch list. Aspect ratio goes into the uniform buffer so the shader can correct the X radius without each instance carrying a copy.

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

Issue fill + (optional) outline draw calls for each batch. Loads existing contents (no clear); meant to overlay on the warp + wave output.

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pub fn instance_count(&self) -> u32

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pub fn batch_count(&self) -> usize

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