Expand description
Built-in render pass implementations for a deferred rendering pipeline.
Each pass declares its resource inputs/outputs and contains simulated
rendering logic. In a production engine, the execute methods would issue
real GPU draw/dispatch calls; here they perform the bookkeeping and log
what would happen.
Structs§
- Bloom
Pass - Multi-pass bloom effect: threshold -> downsample chain -> upsample chain.
- Clear
Values - Simulated clear values.
- Debug
Overlay Pass - Renders debug visualizations: wireframe, normals, G-Buffer channels, etc.
- Depth
PrePass - Renders scene geometry to the depth buffer only. Used for early-Z optimization and as input for SSAO, shadows, etc.
- Draw
Call - Simulated draw call for bookkeeping.
- FXAA
Pass - Fast Approximate Anti-Aliasing post-process.
- Final
Composite Pass - Final compositing: combines all layers and presents to the swapchain.
- GBuffer
Pass - Fills the G-Buffer with albedo, normal, roughness/metallic, and velocity.
- Lighting
Pass - Deferred lighting: reads G-Buffer, shadow maps, SSAO; outputs HDR color.
- SSAO
Pass - Screen-Space Ambient Occlusion, typically at half or quarter resolution.
- Shadow
Pass - Renders shadow maps for a single light source. Typically instantiated once per shadow-casting light.
- Skybox
Pass - Renders the skybox / environment behind all geometry.
- Tone
Mapping Pass - HDR to LDR tone mapping with auto-exposure.
- Transparency
Pass - Weighted blended order-independent transparency.
- Viewport
- Simulated viewport.
Enums§
Traits§
- Builtin
Pass - Trait implemented by all built-in passes. Provides resource declaration and execution.
Functions§
- build_
deferred_ pipeline - Convenience function that builds a complete deferred rendering pipeline with all 12 built-in passes.