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