simvx.graphics.renderer.passes¶
Shared render pass definitions.
Module Contents¶
Functions¶
Create a render pass with colour and optional depth attachment. |
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Create a render pass for offscreen rendering (colour -> SHADER_READ_ONLY). |
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Create a colour-only render pass that loads existing content (no clear). |
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Create a depth-only render pass for shadow mapping. |
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Create the picking render pass (R32_UINT colour + optional depth). |
Data¶
API¶
- simvx.graphics.renderer.passes.__all__¶
[‘create_render_pass’, ‘create_offscreen_pass’, ‘create_overlay_pass’, ‘create_pick_pass’]
- simvx.graphics.renderer.passes.create_render_pass(device: Any, colour_format: int, depth_format: int = 0) Any[source]¶
Create a render pass with colour and optional depth attachment.
- simvx.graphics.renderer.passes.create_offscreen_pass(device: Any, colour_format: int, depth_format: int = vk.VK_FORMAT_D32_SFLOAT, *, samplable_depth: bool = False) Any[source]¶
Create a render pass for offscreen rendering (colour -> SHADER_READ_ONLY).
When samplable_depth is True, the depth attachment transitions to SHADER_READ_ONLY_OPTIMAL so it can be sampled in a later pass (e.g. motion blur).
- simvx.graphics.renderer.passes.create_overlay_pass(device: Any, colour_format: int) Any[source]¶
Create a colour-only render pass that loads existing content (no clear).
Used for drawing 2D overlays on top of a previously rendered target. Colour attachment uses LOAD_OP_LOAD and transitions to SHADER_READ_ONLY. No depth attachment.