ForwardPbrPipeline Type
The default raylib 3D forward PBR pipeline: a thin ForwardPipelineBase that inherits the camera/light/shadow gather and forward-pass orchestration unchanged, using the base's default Cook-Torrance PBR ForwardPipelineBase.Shade.
Registered via:
Renderer3D.create (ForwardPbrPipeline()) view
To plug a different shading strategy (toon, cel, custom), build an object expression over
ForwardPipelineBase and override Shade —
the scene gather, shadow pass, and forward-pass dispatch are inherited:
let toon =
{ new ForwardPipelineBase() with
override _.Shade(frame, activeEffect, ¤tCamera, draw) = ... }
Constructors
| Constructor |
Description
|
Full Usage:
ForwardPbrPipeline(?maxPointLights, ?maxSpotLights, ?shadowAtlasConfig, ?shadowBiasConfig)
Parameters:
int
?maxSpotLights : int
?shadowAtlasConfig : ShadowAtlasConfig
?shadowBiasConfig : ShadowBiasConfig
Returns: ForwardPbrPipeline
|
|
Inherited members
Inherited from
ForwardPipelineBase
Instance members
| Instance member |
Description
|
Full Usage:
this.Shade
Parameters:
ForwardFrame
-
The frame's scene bundle (lights, shadow slots, shadow output, time).
activeEffect : Shader voption
-
ValueNone on the default PBR path; ValueSome shader when a user-effect scope is open.
currentCamera : byref<Camera3D>
-
The active camera.
draw : Command3D
-
The draw command to shade.
Modifiers: abstract |
Per-draw shading hook for user-effect scopes (beginEffect/endEffect). Override to plug a custom shading strategy (toon, cel, wireframe) while inheriting the camera/light/shadow gather and forward-pass orchestration from ForwardPipelineBase.Execute.
The default PBR path is dispatched inline in
|
Mibo