Expand description
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§
- Deferred
Frame Stats - Frame statistics for the entire deferred pipeline.
- Deferred
Pipeline - The complete deferred rendering pipeline, orchestrating all passes.
- Depth
PrePass - Depth pre-pass that writes only depth, enabling early-Z rejection in the subsequent geometry pass.
- Exposure
Controller - Controls automatic exposure adaptation.
- Forward
Pass - Forward rendering pass for transparent objects, particles, and alpha-blended glyphs. These are sorted back-to-front and rendered after the deferred lighting pass.
- Geometry
Pass - 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.
- Lighting
Pass - The lighting pass reads from the G-Buffer and evaluates all lights to produce an HDR color result.
- Post
Process Pass - Post-processing pass: bloom, tone mapping, and anti-aliasing.
- Render
Item - A single item to be rendered.
- Render
Queue - Collects and sorts render items into buckets for the pipeline passes.
Enums§
- Depth
Function - Depth comparison function.
- Exposure
Mode - Mode for automatic exposure calculation.
- Forward
Blend Mode - Blend modes for the forward pass.
- Light
Type - Types of lights supported by the deferred lighting pass.
- Render
Bucket - Which render bucket an item belongs to.
- Sort
Mode - How to sort render items within a bucket.
- Tone
Mapping Operator - Available tone mapping operators.