## 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 3 color attachments and `DepthAttachment`, plus buffer reads for shared index/vertex buffers. - Lighting (deferred): Reads G‑Buffer as sampled images and writes to `drawImage`. - 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.