ForwardPbrPipeline Type
Reference implementation of IRenderPipeline3D. A Forward PBR pipeline with shadow atlas mapping, PBR lighting, material caching, and optional post-processing.
This is the reference implementation, not the engine core. It demonstrates how to build a complete forward renderer on top of raylib's low-level primitives while keeping geometry universal. Features:
Shadow atlas mapping for multiple shadow-casting lights (directional, point, spot) Accumulated point and directional lights (configurable max point lights via uniform arrays, default 8) Material caching: converts to raylib Material on first usePost-process via ping-pong render targets CPU skinning fallback placeholder for DrawSkinnedMesh
Constructors
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Description
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Full Usage:
ForwardPbrPipeline(?postProcess, ?maxPointLights, ?maxSpotLights, ?shadowAtlasConfig, ?shadowBiasConfig)
Parameters:
PostProcessConfig3D
?maxPointLights : int
?maxSpotLights : int
?shadowAtlasConfig : ShadowAtlasConfig
?shadowBiasConfig : ShadowBiasConfig
Returns: ForwardPbrPipeline
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Mibo.Raylib