IRenderPipeline3D Type
Interface for a pluggable 3D rendering pipeline. Owns how to turn a sorted buffer into pixels: pass order, shadow maps, lighting math, post-process.
The pipeline is the consumer of geometry, not the definer. It receives a buffer of Command3D and interprets them. The built-in ForwardPbrPipeline is the reference implementation, not the engine core. Users may swap it for a deferred, SDF, or visibility-buffer pipeline without changing their view functions.
Instance members
| Instance member |
Description
|
Full Usage:
this.Execute
Parameters:
GameContext
-
The current game context (window dimensions, services).
buffer : RenderBuffer3D
-
The accumulated render commands for this frame.
rtPool : IRenderTargetPool3D
-
Pooled render textures for intermediate targets (shadow maps, post-process ping-pong).
Modifiers: abstract |
Executes all commands in the buffer, turning them into pixels. The pipeline dispatches each Command3D directly, handling pass order, shader binding, and render target management.
|
Full Usage:
this.Initialize
Modifiers: abstract |
Called once when the renderer is created. Use for shader loading, mesh generation, and other one-time initialization. |
Full Usage:
this.Shutdown
Modifiers: abstract |
Called once when the renderer is disposed. Use for shader unloading and resource cleanup. |
Mibo.Raylib