Raven Engine v0.1
A modern 3D Game Engine
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Render Passes

Individual GPU render and compute passes that make up the Illumine render pipeline. More...

Classes

struct  Raven::HBAOSettings
 Configuration for the Horizon-Based Ambient Occlusion (HBAO) pass. More...
class  Raven::AmbientOcclusionPass
 Horizon-Based Ambient Occlusion (HBAO) screen-space pass. More...
struct  Raven::ShaderSettingsData
 Per-draw shader knobs uploaded to the geometry pass settings UBO. More...
struct  Raven::TileInfoData
 Tile info uploaded to the geometry pass for Forward+ light list indexing. More...
class  Raven::GeometryPass
 Forward+ geometry pass; the primary shading stage of the Illumine pipeline. More...
struct  Raven::GeometryPass::Dependencies
 Shared GPU resources injected at init time by SceneRenderer. More...
class  Raven::IrradiancePass
 Convolves an environment cubemap into a diffuse irradiance map for IBL. More...
struct  Raven::LightCullSettingsData
 Per-dispatch settings for the light culling compute shader. More...
class  Raven::LightCullPass
 Forward+ tile-based light culling compute pass. More...
class  Raven::Prepass
 Depth and view-space normals prepass. More...
struct  Raven::ShadowSettings
 Configuration for the directional light shadow map pass. More...
struct  Raven::LightSpaceData
 GPU-side light-space transform uploaded to the geometry pass. More...
class  Raven::ShadowPass
 Renders a depth-only shadow map from the scene's directional light. More...
class  Raven::SkyboxPass
 Renders the environment cubemap as a background skybox. More...
struct  Raven::ToneMapData
 Configuration for the HDR -> LDR tone mapping pass. More...
class  Raven::ToneMapPass
 Converts the HDR geometry output to a displayable LDR image. More...

Detailed Description

Individual GPU render and compute passes that make up the Illumine render pipeline.