## Render Passes: Background → Geometry → Lighting → Transparent → ImGui Pass classes (`IRenderPass`) define initialization and recording logic, but execution is now driven by the Render Graph. Each pass exposes a `register_graph(...)` method to declare dependencies and render targets; the graph handles barriers, layouts, and dynamic rendering. ### Overview - Interface: Each pass implements `IRenderPass { init(context); execute(cmd); cleanup(); getName(); }`. Today, `execute()` is unused for built-in passes; work is recorded via the Render Graph record callback. - Manager: `RenderPassManager::init()` creates and stores built-in passes: `BackgroundPass` (compute), `GeometryPass` (G-Buffer), `LightingPass` (deferred), `TransparentPass`, plus optional `ImGuiPass`. - Render graph: Passes call `register_graph(graph, ...)` to declare image/buffer access and attachments. The graph inserts barriers and begins/ends dynamic rendering. - Shared targets: Passes coordinate through `SwapchainManager` images: `drawImage`, `gBufferPosition/Normal/Albedo`, `depthImage` (imported into the graph each frame). - Hot reload: Fetch graphics pipeline/layout by key each frame through `PipelineManager` in the record callback. ### Quick Start — Add a New Pass (Render Graph) ```c++ class MyPass : public IRenderPass { public: void init(EngineContext* ctx) override { _ctx = ctx; GraphicsPipelineCreateInfo info{}; info.vertexShaderPath = _ctx->getAssets()->shaderPath("fullscreen.vert.spv"); info.fragmentShaderPath = _ctx->getAssets()->shaderPath("my_pass.frag.spv"); info.setLayouts = { _ctx->getDescriptorLayouts()->gpuSceneDataLayout() }; info.configure = [this](PipelineBuilder& b){ b.set_input_topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST); b.set_polygon_mode(VK_POLYGON_MODE_FILL); b.set_cull_mode(VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE); b.set_multisampling_none(); b.disable_depthtest(); b.set_color_attachment_format(_ctx->getSwapchain()->drawImage().imageFormat); }; _ctx->pipelines->createGraphicsPipeline("my_pass", info); } void register_graph(RenderGraph* graph, RGImageHandle draw, RGImageHandle depth) { graph->add_pass( "MyPass", RGPassType::Graphics, [draw, depth](RGPassBuilder& b, EngineContext*) { b.write_color(draw); b.write_depth(depth, false); }, [this](VkCommandBuffer cmd, const RGPassResources&, EngineContext* ctx){ VkPipeline p{}; VkPipelineLayout l{}; ctx->pipelines->getGraphics("my_pass", p, l); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, p); VkViewport vp{0,0,(float)ctx->getDrawExtent().width,(float)ctx->getDrawExtent().height,0,1}; vkCmdSetViewport(cmd, 0, 1, &vp); VkRect2D sc{{0,0}, ctx->getDrawExtent()}; vkCmdSetScissor(cmd, 0, 1, &sc); vkCmdDraw(cmd, 3, 1, 0, 0); } ); } void execute(VkCommandBuffer) override {} // unused with Render Graph void cleanup() override {} const char* getName() const override { return "MyPass"; } private: EngineContext* _ctx{}; }; // Register in RenderPassManager::init() auto myPass = std::make_unique(); myPass->init(context); addPass(std::move(myPass)); ``` ### Built-in Passes - Background (compute): Declares `ComputeWrite(drawImage)` and dispatches a selected effect instance. - Geometry (G-Buffer): Declares 4 color attachments (position, normal+roughness, albedo+metallic, AO+emissive) and `DepthAttachment`, plus buffer reads for shared index/vertex buffers. - Lighting (deferred): Reads G‑Buffer as sampled images and writes to `drawImage`. Applies AO to indirect lighting and adds emissive contribution. - Shadows: Cascaded shadow maps render to per-frame transient depth images (four cascades). If Ray Query is enabled, the lighting pass additionally samples TLAS to evaluate shadow visibility according to the selected mode. - SSR (Screen Space Reflections): Reads HDR lighting result + G-Buffer and outputs reflections blended with the scene. Two variants: `ssr.nort` (screen-space only) and `ssr.rt` (SSR + RT fallback using TLAS ray queries). - Tonemap + Bloom: Converts HDR to LDR with exposure control and optional bloom. Supports Reinhard and ACES tonemapping. - FXAA: Post-process anti-aliasing on the LDR tonemapped image. Simple 5-tap edge-detection blur. - Transparent (forward): Writes to `drawImage` with depth test against `depthImage` after lighting. - ImGui: Inserted just before present to draw on the swapchain image. ### API Summary - `RenderPassManager::addPass(unique_ptr)`: Register a new pass (storage/ownership only). - `RenderPassManager::setImGuiPass(...)`: Configure the optional ImGui pass. - `IRenderPass::register_graph(...)` (per pass class): Declare resources and recording callbacks for the Render Graph. ### Tips - Don’t call `vkCmdBeginRendering` or add manual transitions for declared attachments; the Render Graph handles it. - Re-fetch pipeline and layout by key each frame to pick up hot-reloaded shaders. - Allocate transient descriptor sets from `currentFrame->_frameDescriptors`; free pass-owned layouts in `cleanup()`. - Use `EngineContext::getDrawExtent()` for viewport/scissor. See also: `docs/RenderGraph.md` for the builder API and synchronization details. --- ## Post-Processing Pipeline After deferred lighting, the engine runs a post-processing chain: SSR → Tonemap (with Bloom) → FXAA → Present. ### SSR (Screen Space Reflections) Located in `src/render/passes/ssr.cpp` and `shaders/ssr.frag` / `shaders/ssr_rt.frag`. **Algorithm:** - World-space ray marching along the reflection vector `R = reflect(-V, N)`. - Depth comparison against G-Buffer position to find intersection. - Fresnel (Schlick) and glossiness-based blending with the base HDR color. **Parameters (shader constants):** - `MAX_STEPS = 64` – maximum ray march iterations (reduced for rough surfaces). - `STEP_LENGTH = 0.5` – world units per step. - `MAX_DISTANCE = 50.0` – maximum ray travel distance. - `THICKNESS = 3.0` – depth tolerance for hit detection. **Variants:** - `ssr.nort` – Pure screen-space reflections. - `ssr.rt` – SSR + RT fallback using TLAS ray queries when SSR misses (requires `GL_EXT_ray_query`). Reflection mode controlled via `sceneData.rtOptions.w`: 0 = SSR only, 1 = SSR + RT fallback, 2 = RT only. **Inputs (set=1):** - binding 0: `hdrColor` – HDR lighting result. - binding 1: `posTex` – G-Buffer world position (RGBA32F). - binding 2: `normalTex` – G-Buffer normal + roughness. - binding 3: `albedoTex` – G-Buffer albedo + metallic. --- ### Tonemap + Bloom Located in `src/render/passes/tonemap.cpp` and `shaders/tonemap.frag`. **Tonemapping modes:** - `mode = 0` – Reinhard: `x / (1 + x)`. - `mode = 1` – ACES (Narkowicz approximation, default). **Bloom:** - Simple gather-based bloom computed in HDR space before tonemapping. - 5×5 kernel (radius=2) samples neighbors; pixels exceeding `bloomThreshold` contribute weighted by their brightness. - Accumulated bloom is multiplied by `bloomIntensity` and added to the HDR color. **Runtime parameters:** - `exposure` (default 1.0) – exposure multiplier. - `bloomEnabled` (default true) – toggle bloom. - `bloomThreshold` (default 1.0) – brightness threshold for bloom contribution. - `bloomIntensity` (default 0.7) – bloom blend strength. **Output:** LDR image (`VK_FORMAT_R8G8B8A8_UNORM`) with gamma correction (γ = 2.2). --- ### FXAA (Fast Approximate Anti-Aliasing) Located in `src/render/passes/fxaa.cpp` and `shaders/fxaa.frag`. **Algorithm:** - Luma-based edge detection using a 5-tap cross pattern (N, S, E, W, center). - If luma range exceeds threshold, apply a simple box blur; otherwise pass through. **Runtime parameters:** - `enabled` (default true) – toggle FXAA. - `edge_threshold` (default 0.125) – relative contrast threshold. - `edge_threshold_min` (default 0.0312) – absolute minimum threshold. **Push constants:** ```glsl layout(push_constant) uniform Push { float inverse_width; float inverse_height; float edge_threshold; float edge_threshold_min; } pc; ```