Mibo.Elmish.Graphics3D.Pipelines Namespace
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An immutable snapshot of a light set: the ambient slot plus the directional, point, and spot light arrays. Light-state semantics are per light type — each kind is an independent array, so a set may hold any number of directional lights. |
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An immutable snapshot of a light set: the ambient slot plus the directional, point, and spot light arrays. Light-state semantics are per light type — each kind is an independent array, so a set may hold any number of directional lights. |
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Builds a BlockPlan from a render buffer. |
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Builds a BlockPlan from a render buffer. |
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The result of walking a RenderBuffer3D once: how many camera blocks the frame contains, the per-block light/shadow state, and the frame-default light set that blocks with their own light commands reset to. |
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The result of walking a RenderBuffer3D once: how many camera blocks the frame contains, the per-block light/shadow state, and the frame-default light set that blocks with their own light commands reset to. |
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The plan for one camera block ( |
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The plan for one camera block ( |
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Per-frame scene state the PBR handlers read (passed byref, no allocation). |
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Per-frame scene state passed to ForwardPipelineBase.Shade. |
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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. |
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The default MonoGame 3D forward 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. |
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Staged forward 3D pipeline base for the MonoGame backend. Implements
IRenderPipeline3D by dispatching
Command3D values, split into reusable stages —
ForwardPipelineBase.Execute (orchestration),
the pre-scan gather, the shadow pass, and a virtual ForwardPipelineBase.Shade
for per-draw shading. The default |
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Abstract staged forward 3D pipeline base for the raylib backend. Implements
IRenderPipeline3D by dispatching
Command3D values, split into reusable stages —
ForwardPipelineBase.Execute (orchestration),
the pre-scan gather, the shadow pass, and a virtual ForwardPipelineBase.Shade
for per-draw shading. The default |
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Per-frame forward-rendering state, threaded byref through dispatch. |
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Per-frame cache of staged per-instance world rows ( |
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Convenience builders for LightBuffers. |
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Convenience builders for LightBuffers. |
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Per-pipeline light accumulator. Created once at construction; cleared and repopulated
each frame (mirrors the canonical raylib |
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Per-pipeline light accumulator. Created once at construction; cleared and repopulated each frame. |
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Per-frame cache of staged bone-palette texture chunks for skinned + instanced draws,
SHARED by the shadow pass and the forward PBR pass: both passes stage the same palettes
every frame, so doing it in each pass doubled the most expensive per-frame work
( |
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Pools Texture2D bone-palette textures (SurfaceFormat.Vector4) keyed by (width, height). Acquired textures stay checked out until PaletteTexturePool.ReleaseAll — called once per frame, mirroring RenderTargetPool3D's lifetime. |
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The scene state passed to a Draw3D.drawImmediate callback: the raw graphics device plus everything the pipeline gathered for the current frame (active camera, lights, the shadow pass output, elapsed time). Use it for fully-custom draws that need both device control and the scene data — water/refraction, screen-space effects, multi-pass. |
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The scene state passed to a Draw3D.drawImmediate callback: everything the pipeline gathered for the current frame (active camera, view/projection matrices, lights, the shadow pass output, elapsed time). Use it for fully-custom draws that need the scene data — water/refraction, screen-space effects, multi-pass. |
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Effect-agnostic scene-data upload: resolves uniform names on any Effect. |
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Shader-agnostic scene-data upload: resolves uniform names on any Shader. |
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Built-in GLSL shader generators for the Forward PBR pipeline. |
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Manages a texture atlas for multiple shadow maps. MonoGame port of the canonical
raylib |
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Manages a texture atlas for multiple shadow maps. Supports directional, point (cubemap), and spot light shadows. |
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Convenience values for ShadowAtlasConfig. |
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Configuration for the shadow atlas system. |
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Configuration for the shadow atlas system. |
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Convenience values for ShadowBiasConfig. |
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Global shadow bias configuration. |
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Global shadow bias configuration. |
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Data for a single shadow caster in the atlas. |
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Data for a single shadow caster in the atlas. |
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Unique identifier for a shadow caster in the atlas. |
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Unique identifier for a shadow caster in the atlas. |
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Type of shadow caster determines projection and face count. |
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Type of shadow caster determines projection and face count. |
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Cached EffectParameter handles for the
depth-only shadow pass effect ( |
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An instanced caster draw collected for the shadow pass. |
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A mesh draw collected for the shadow pass (caster geometry). |
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A static |
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Strategy for determining the origin point of shadow maps. |
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Strategy for determining the origin point of shadow maps. |
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Owns the shadow atlas + depth effect + pooled scratch the shadow pass needs, reused across
frames. Constructed once by the pipeline; |
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The shadow pass output for a frame: the atlas texture + the packed shadow-sampling uniforms a shader consumes. ShadowResult.Atlas is the depth atlas (sampler slot 5, PointClamp); the arrays are already sized to the active caster count. |
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The shadow pass output for a frame: the atlas texture + the packed shadow-sampling uniforms a shader consumes. ShadowResult.Atlas is the depth atlas; the arrays are sized to the active caster count. |
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A skinned caster draw collected for the shadow pass (B12). |
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A skinned + instanced caster draw collected for the shadow pass. |
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A deferred transparent draw for the forward pass: a single model-mesh-part or primitive
draw whose resolved material has |
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