# Render Pass Pipeline

Stage 4 drew everything in one hardcoded pass. Stage 5 generalizes that into a
[`RenderPipeline`]: an ordered, named list of composable [`RenderPass`]es that
share one frame's targets. A project enables only the passes it needs — this is
the mechanism behind **scalable fidelity**: a flat unlit/low-poly look (or a
stylized post effect like a VCR filter) versus a full realistic stack with
shadows and post-processing, paying only for the passes turned on.

The Stage-4 forward renderer is retrofitted onto this as [`ForwardPass`], so the
default pipeline is just `[Clear, Forward]` and produces pixel-identical output.
Later stages (shadows, post-process, overlay UI) add passes **without touching
the renderer core** — they register a pass.

## The pieces

- [`RenderPass`] — a trait with one method, `run(&mut self, frame)`. Implement it
  to add a stage of the frame.
- [`FrameContext`] — everything a pass operates on for one frame: the shared
  `color` target, size, clear color, camera + its world transform, lighting, and
  the (already culled) drawables.
- [`RenderPipeline`] — owns the passes and runs every *enabled* one in order.
- Built-in passes: [`ClearPass`] (clears the color target) and [`ForwardPass`]
  (the lit forward draw).

## Composing a frame

```rust
use oxide_engine::render::{RenderPipeline, FrameContext, ForwardPass};
# use oxide_engine::prelude::*;
# fn demo(device: &oxide_engine::wgpu::Device, queue: &oxide_engine::wgpu::Queue,
#         target: &oxide_engine::wgpu::TextureView, cube: &GpuMesh) {
// The default pipeline: Clear then Forward (pixel-identical to Stage 4).
let mut pipeline = RenderPipeline::forward(device, oxide_engine::wgpu::TextureFormat::Rgba8Unorm);

let camera = Camera::default();
let view = Transform::looking_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
let lighting = Lighting::default();
let objects = [RenderObject { mesh: cube, material: Material::diffuse(Color::RED), transform: Transform::IDENTITY }];

pipeline.render(&mut FrameContext {
    device, queue,
    color: target,
    size: (1280, 720),
    clear_color: Color::rgb(0.05, 0.06, 0.09),
    camera: &camera,
    view_transform: &view,
    lighting: &lighting,
    objects: &objects,
});
# }
```

## Data-driven: add, toggle, remove

Passes are addressed by name and managed without touching any pass's code:

```rust
# use oxide_engine::render::RenderPipeline;
# struct Bloom; impl oxide_engine::render::RenderPass for Bloom {
#   fn run(&mut self, _f: &mut oxide_engine::render::FrameContext<'_>) {} }
# let mut pipeline = RenderPipeline::new();
pipeline.add_pass("forward", /* ForwardPass */
#   { struct F; impl oxide_engine::render::RenderPass for F { fn run(&mut self, _f: &mut oxide_engine::render::FrameContext<'_>) {} } F }
);
pipeline.add_pass("bloom", Bloom);          // a post effect (Stage 13)
pipeline.set_enabled("bloom", false);       // turn it off, keep it registered
pipeline.insert_before("forward", "shadows",
#   { struct S; impl oxide_engine::render::RenderPass for S { fn run(&mut self, _f: &mut oxide_engine::render::FrameContext<'_>) {} } S }
);                                           // slot a pass into a fixed position
pipeline.remove("bloom");                    // drop it entirely
```

A stylized game ships a pipeline with no post passes (and pays nothing for them);
a realistic game enables shadows, SSAO, bloom, tone-mapping. Same engine, same
renderer core — different pass list.

## Windowed vs offscreen clearing

The window runner already clears the surface to the configured clear color before
`App::render` runs, so the **editor and windowed examples use a forward-only
pipeline** (no `ClearPass`) and let the runner clear. `RenderPipeline::forward`
(Clear + Forward) is for offscreen/standalone rendering where nothing else
clears the target — e.g. the headless render tests.

## Camera layer visibility

A [`Camera`](rendering.md) carries a `visibility` [`LayerMask`](layers.md): it
renders an entity only if the entity's [`Layer`] is in that mask (default
[`LayerMask::ALL`] — sees everything). The host applies it while gathering
drawables:

```rust
# use oxide_engine::prelude::*;
# use oxide_engine::layer::Layer;
# let scene = Scene::new();
# let camera = Camera::default();
# let entity = scene.entities().next();
# if let Some(entity) = entity {
let layer = scene.get::<Layer>(entity).map(|l| *l).unwrap_or_default();
if camera.sees(layer) {
    // include this entity in the draw list
}
# }
```

This is how a minimap camera, a first-person view-model camera, or editor-only
gizmo layers are kept to their own cameras.

[`RenderPipeline`]: ../engine/src/render/pipeline.rs
[`RenderPass`]: ../engine/src/render/pipeline.rs
[`FrameContext`]: ../engine/src/render/pipeline.rs
[`ClearPass`]: ../engine/src/render/pipeline.rs
[`ForwardPass`]: ../engine/src/render/pipeline.rs
[`Layer`]: ../engine/src/layer/components.rs
