simvx.graphics.renderer.passes

Shared render pass definitions.

Module Contents

Functions

create_render_pass

Create a render pass with colour and optional depth attachment.

create_offscreen_pass

Create a render pass for offscreen rendering (colour -> SHADER_READ_ONLY).

create_shadow_pass

Create a depth-only render pass for shadow mapping.

create_pick_pass

Create the picking render pass (R32_UINT colour + optional depth).

Data

API

simvx.graphics.renderer.passes.__all__

[‘create_render_pass’, ‘create_offscreen_pass’, ‘create_pick_pass’]

simvx.graphics.renderer.passes.log[source]

‘getLogger(…)’

simvx.graphics.renderer.passes.create_render_pass(device: Any, color_format: int, depth_format: int = 0) Any[source]

Create a render pass with colour and optional depth attachment.

simvx.graphics.renderer.passes.create_offscreen_pass(device: Any, color_format: int, depth_format: int = vk.VK_FORMAT_D32_SFLOAT, *, samplable_depth: bool = False) Any[source]

Create a render pass for offscreen rendering (colour -> SHADER_READ_ONLY).

When samplable_depth is True, the depth attachment transitions to SHADER_READ_ONLY_OPTIMAL so it can be sampled in a later pass (e.g. motion blur).

simvx.graphics.renderer.passes.create_shadow_pass(device: Any, depth_format: int = vk.VK_FORMAT_D32_SFLOAT) Any[source]

Create a depth-only render pass for shadow mapping.

simvx.graphics.renderer.passes.create_pick_pass(device: Any, depth_format: int = 0) Any[source]

Create the picking render pass (R32_UINT colour + optional depth).