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Module pipeline

Module pipeline 

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Full deferred rendering pipeline.

Implements multi-pass deferred rendering with:

  • Depth pre-pass (early Z rejection, front-to-back sorting)
  • Geometry pass (fill G-Buffer from scene geometry)
  • Lighting pass (fullscreen quad evaluating all lights against G-Buffer)
  • Forward pass (transparent objects sorted back-to-front)
  • Post-process pass (bloom, tone mapping, anti-aliasing)
  • HDR framebuffer management
  • Auto-exposure with histogram or average luminance
  • Render queue with opaque/transparent/overlay buckets

Structs§

DeferredFrameStats
Frame statistics for the entire deferred pipeline.
DeferredPipeline
The complete deferred rendering pipeline, orchestrating all passes.
DepthPrePass
Depth pre-pass that writes only depth, enabling early-Z rejection in the subsequent geometry pass.
ExposureController
Controls automatic exposure adaptation.
ForwardPass
Forward rendering pass for transparent objects, particles, and alpha-blended glyphs. These are sorted back-to-front and rendered after the deferred lighting pass.
GeometryPass
The geometry pass fills the G-Buffer with per-pixel data from scene geometry.
HdrFramebuffer
Manages an HDR (RGBA16F) framebuffer for the lighting pass output before tone mapping.
LightingPass
The lighting pass reads from the G-Buffer and evaluates all lights to produce an HDR color result.
PostProcessPass
Post-processing pass: bloom, tone mapping, and anti-aliasing.
RenderItem
A single item to be rendered.
RenderQueue
Collects and sorts render items into buckets for the pipeline passes.

Enums§

DepthFunction
Depth comparison function.
ExposureMode
Mode for automatic exposure calculation.
ForwardBlendMode
Blend modes for the forward pass.
LightType
Types of lights supported by the deferred lighting pass.
RenderBucket
Which render bucket an item belongs to.
SortMode
How to sort render items within a bucket.
ToneMappingOperator
Available tone mapping operators.