simvx.graphics.renderer.passes¶
Shared render pass definitions.
Module Contents¶
Functions¶
Create a render pass with color and optional depth attachment. |
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Create a render pass for offscreen rendering (color → SHADER_READ_ONLY). |
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Create a depth-only render pass for shadow mapping. |
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Create the G-Buffer render pass (position, normal, albedo attachments). |
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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).