9eead719b0
Full project snapshot migrated to new Gitea remote without history: engine, editor, physics, script, examples, tests, docs, and assets. Relicensed from GPLv3 to MIT and updated repo URLs. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
116 lines
4.8 KiB
Markdown
116 lines
4.8 KiB
Markdown
# Render Pass Pipeline
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Stage 4 drew everything in one hardcoded pass. Stage 5 generalizes that into a
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[`RenderPipeline`]: an ordered, named list of composable [`RenderPass`]es that
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share one frame's targets. A project enables only the passes it needs — this is
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the mechanism behind **scalable fidelity**: a flat unlit/low-poly look (or a
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stylized post effect like a VCR filter) versus a full realistic stack with
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shadows and post-processing, paying only for the passes turned on.
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The Stage-4 forward renderer is retrofitted onto this as [`ForwardPass`], so the
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default pipeline is just `[Clear, Forward]` and produces pixel-identical output.
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Later stages (shadows, post-process, overlay UI) add passes **without touching
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the renderer core** — they register a pass.
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## The pieces
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- [`RenderPass`] — a trait with one method, `run(&mut self, frame)`. Implement it
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to add a stage of the frame.
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- [`FrameContext`] — everything a pass operates on for one frame: the shared
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`color` target, size, clear color, camera + its world transform, lighting, and
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the (already culled) drawables.
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- [`RenderPipeline`] — owns the passes and runs every *enabled* one in order.
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- Built-in passes: [`ClearPass`] (clears the color target) and [`ForwardPass`]
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(the lit forward draw).
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## Composing a frame
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```rust
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use oxide_engine::render::{RenderPipeline, FrameContext, ForwardPass};
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# use oxide_engine::prelude::*;
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# fn demo(device: &oxide_engine::wgpu::Device, queue: &oxide_engine::wgpu::Queue,
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# target: &oxide_engine::wgpu::TextureView, cube: &GpuMesh) {
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// The default pipeline: Clear then Forward (pixel-identical to Stage 4).
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let mut pipeline = RenderPipeline::forward(device, oxide_engine::wgpu::TextureFormat::Rgba8Unorm);
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let camera = Camera::default();
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let view = Transform::looking_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
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let lighting = Lighting::default();
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let objects = [RenderObject { mesh: cube, material: Material::diffuse(Color::RED), transform: Transform::IDENTITY }];
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pipeline.render(&mut FrameContext {
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device, queue,
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color: target,
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size: (1280, 720),
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clear_color: Color::rgb(0.05, 0.06, 0.09),
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camera: &camera,
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view_transform: &view,
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lighting: &lighting,
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objects: &objects,
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});
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# }
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```
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## Data-driven: add, toggle, remove
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Passes are addressed by name and managed without touching any pass's code:
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```rust
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# use oxide_engine::render::RenderPipeline;
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# struct Bloom; impl oxide_engine::render::RenderPass for Bloom {
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# fn run(&mut self, _f: &mut oxide_engine::render::FrameContext<'_>) {} }
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# let mut pipeline = RenderPipeline::new();
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pipeline.add_pass("forward", /* ForwardPass */
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# { struct F; impl oxide_engine::render::RenderPass for F { fn run(&mut self, _f: &mut oxide_engine::render::FrameContext<'_>) {} } F }
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);
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pipeline.add_pass("bloom", Bloom); // a post effect (Stage 13)
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pipeline.set_enabled("bloom", false); // turn it off, keep it registered
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pipeline.insert_before("forward", "shadows",
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# { struct S; impl oxide_engine::render::RenderPass for S { fn run(&mut self, _f: &mut oxide_engine::render::FrameContext<'_>) {} } S }
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); // slot a pass into a fixed position
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pipeline.remove("bloom"); // drop it entirely
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```
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A stylized game ships a pipeline with no post passes (and pays nothing for them);
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a realistic game enables shadows, SSAO, bloom, tone-mapping. Same engine, same
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renderer core — different pass list.
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## Windowed vs offscreen clearing
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The window runner already clears the surface to the configured clear color before
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`App::render` runs, so the **editor and windowed examples use a forward-only
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pipeline** (no `ClearPass`) and let the runner clear. `RenderPipeline::forward`
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(Clear + Forward) is for offscreen/standalone rendering where nothing else
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clears the target — e.g. the headless render tests.
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## Camera layer visibility
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A [`Camera`](rendering.md) carries a `visibility` [`LayerMask`](layers.md): it
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renders an entity only if the entity's [`Layer`] is in that mask (default
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[`LayerMask::ALL`] — sees everything). The host applies it while gathering
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drawables:
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```rust
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# use oxide_engine::prelude::*;
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# use oxide_engine::layer::Layer;
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# let scene = Scene::new();
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# let camera = Camera::default();
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# let entity = scene.entities().next();
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# if let Some(entity) = entity {
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let layer = scene.get::<Layer>(entity).map(|l| *l).unwrap_or_default();
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if camera.sees(layer) {
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// include this entity in the draw list
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}
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# }
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```
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This is how a minimap camera, a first-person view-model camera, or editor-only
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gizmo layers are kept to their own cameras.
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[`RenderPipeline`]: ../engine/src/render/pipeline.rs
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[`RenderPass`]: ../engine/src/render/pipeline.rs
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[`FrameContext`]: ../engine/src/render/pipeline.rs
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[`ClearPass`]: ../engine/src/render/pipeline.rs
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[`ForwardPass`]: ../engine/src/render/pipeline.rs
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[`Layer`]: ../engine/src/layer/components.rs
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