simvx.graphics.renderer.passes

Shared render pass definitions.

Module Contents

Functions

create_render_pass

Create a render pass with color and optional depth attachment.

create_offscreen_pass

Create a render pass for offscreen rendering (color → SHADER_READ_ONLY).

create_shadow_pass

Create a depth-only render pass for shadow mapping.

create_gbuffer_pass

Create the G-Buffer render pass (position, normal, albedo attachments).

create_pick_pass

Create the picking render pass (R32_UINT color + optional depth).

Data

API

simvx.graphics.renderer.passes.__all__

[‘create_render_pass’, ‘create_offscreen_pass’, ‘create_gbuffer_pass’, ‘create_pick_pass’]

simvx.graphics.renderer.passes.log

‘getLogger(…)’

simvx.graphics.renderer.passes.create_render_pass(device: Any, color_format: int, depth_format: int = 0) Any

Create a render pass with color and optional depth attachment.

simvx.graphics.renderer.passes.create_offscreen_pass(device: Any, color_format: int, depth_format: int = vk.VK_FORMAT_D32_SFLOAT) Any

Create a render pass for offscreen rendering (color → SHADER_READ_ONLY).

simvx.graphics.renderer.passes.create_shadow_pass(device: Any, depth_format: int = vk.VK_FORMAT_D32_SFLOAT) Any

Create a depth-only render pass for shadow mapping.

simvx.graphics.renderer.passes.create_gbuffer_pass(device: Any) Any

Create the G-Buffer render pass (position, normal, albedo attachments).

simvx.graphics.renderer.passes.create_pick_pass(device: Any, depth_format: int = 0) Any

Create the picking render pass (R32_UINT color + optional depth).