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Module passes

Module passes 

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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§

BloomPass
Multi-pass bloom effect: threshold -> downsample chain -> upsample chain.
ClearValues
Simulated clear values.
DebugOverlayPass
Renders debug visualizations: wireframe, normals, G-Buffer channels, etc.
DepthPrePass
Renders scene geometry to the depth buffer only. Used for early-Z optimization and as input for SSAO, shadows, etc.
DrawCall
Simulated draw call for bookkeeping.
FXAAPass
Fast Approximate Anti-Aliasing post-process.
FinalCompositePass
Final compositing: combines all layers and presents to the swapchain.
GBufferPass
Fills the G-Buffer with albedo, normal, roughness/metallic, and velocity.
LightingPass
Deferred lighting: reads G-Buffer, shadow maps, SSAO; outputs HDR color.
SSAOPass
Screen-Space Ambient Occlusion, typically at half or quarter resolution.
ShadowPass
Renders shadow maps for a single light source. Typically instantiated once per shadow-casting light.
SkyboxPass
Renders the skybox / environment behind all geometry.
ToneMappingPass
HDR to LDR tone mapping with auto-exposure.
TransparencyPass
Weighted blended order-independent transparency.
Viewport
Simulated viewport.

Enums§

DebugVisualization
DrawType
ToneMapOperator
WeightFunction

Traits§

BuiltinPass
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.