Skip to content

About

Rendering pipeline and camera system module for the Deki Engine

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Latest commit

 

History

41 Commits

Folders and files

NameName
Last commit message
Last commit date
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Deki Rendering

Docs: https://dekiengine.github.io/deki-rendering/ (components and properties, generated from the code)

Core rendering pipeline for the Deki Engine: camera, render system, standard 2D renderer, render passes, and sorting callbacks.

Part of Deki Engine.

Namespace

Types live in DekiRendering. Scene files store the qualified name, and so does code:

using namespace DekiRendering;
obj->AddComponent<SomeComponent>();

Install

Package Manager in the Deki Editor, or DekiEditor --packages-add deki-rendering <project>.

Camera

CameraComponent decides how much world the player sees. Orthographic, it shows orthoHeight meters top to bottom and the width follows the screen: a bigger screen of the same shape shows the same world drawn bigger, a wider one shows more at the sides. Perspective, it shows a vertical fieldOfView for 3D meshes. pixelPerfect scales by whole numbers for pixel art. Every screen renders at its own resolution.

Partial present (dirty rectangles)

Off by default. Turn on the project's Rendering setting dirtyTileTracking and the render system tracks what each frame actually touched:

  • It records every rectangle drawn. QuadBlit reports each clipped blit; a pass writing the framebuffer directly calls QuadBlit::MarkDirty.
  • It clears only last frame's rectangles instead of the whole framebuffer.
  • It sends the display this frame's and last frame's rectangles, aligned to dirtyTileSize, through Deki::IDisplay::PresentRegions.

Displays that cannot do partial frames keep getting whole ones. Double buffering works: history is kept per buffer pointer. A first frame, a resize, a clear-colour change, a swapped display or DekiRendering::DekiRenderSystem::MarkAllDirty() fall back to a full clear and a full present.

Editor and SDL3 displays present partial frames. The LovyanGFX display's partial present (row bands through a small DMA staging buffer, which also stops the byte swap for big-endian panels from mutating the engine's framebuffer) is implemented but has not yet been run on hardware.

Dependencies

Dependency Type
deki-editor Deki editor DLL

License

Apache 2.0. See LICENSE.

About

Rendering pipeline and camera system module for the Deki Engine

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages