simvx.graphics.renderer.environment_sync¶
WorldEnvironment synchronisation and custom post-process orchestration.
Module Contents¶
Classes¶
Syncs WorldEnvironment node properties to renderer settings and manages custom post-processing. |
Data¶
API¶
- simvx.graphics.renderer.environment_sync.__all__¶
[‘EnvironmentSync’]
- simvx.graphics.renderer.environment_sync.log¶
‘getLogger(…)’
- class simvx.graphics.renderer.environment_sync.EnvironmentSync(renderer: simvx.graphics.renderer.forward.Renderer)[source]¶
Syncs WorldEnvironment node properties to renderer settings and manages custom post-processing.
Initialization
- property cached_env: Any[source]¶
The
WorldEnvironmentnode resolved by the lastsync_world_environment.Nonewhen the scene has no environment. Read by consumers that need the env after the per-frame sync (e.g. the ocean pass wants its wind + quality tier); refreshed on every structure change by the same cache.
- invalidate_cache() None[source]¶
Drop any cached
find()results: forces re-lookup on next sync.Usually unnecessary because the
_structure_versionwatch in_resolve_env_and_cameraalready catches add/remove/reparent. Exposed for callers that mutate the tree without going throughadd_child/remove_child(e.g. test harnesses that swap root nodes wholesale).
- run_custom_post_process(cmd: Any, pp: simvx.graphics.renderer.post_process.PostProcessPass) None[source]¶
Record the custom effect chain (resolved in
sync_world_environment).Consumes the fog/TAA-resolved HDR for the parity written this frame and renders into the ping-pong target the tonemap was already wired to, so no descriptor is rewritten mid-frame.