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>
4.8 KiB
Render Pass Pipeline
Stage 4 drew everything in one hardcoded pass. Stage 5 generalizes that into a
RenderPipeline: an ordered, named list of composable RenderPasses 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 sharedcolortarget, 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) andForwardPass(the lit forward draw).
Composing a frame
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:
# 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 carries a visibility LayerMask: 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:
# 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.