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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, &currentCamera, draw) = ... }

Constructors

Constructor Description

ForwardPbrPipeline(?maxPointLights, ?maxSpotLights, ?shadowAtlasConfig, ?shadowBiasConfig)

Full Usage: ForwardPbrPipeline(?maxPointLights, ?maxSpotLights, ?shadowAtlasConfig, ?shadowBiasConfig)

Parameters:
Returns: ForwardPbrPipeline
?maxPointLights : int
?maxSpotLights : int
?shadowAtlasConfig : ShadowAtlasConfig
?shadowBiasConfig : ShadowBiasConfig
Returns: ForwardPbrPipeline

Inherited members

Inherited from ForwardPipelineBase

Instance members

Instance member Description

this.Shade

Full Usage: this.Shade

Parameters:
    frame : 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 Execute for performance and does not route through this virtual call. Shade is invoked for user-effect scopes (activeEffect = ValueSome). To intercept all draws including the default PBR path, override Execute instead.

frame : 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.

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