Mgameplay

deki-rendering

Core rendering pipeline: camera, render system, standard 2D renderer, QuadBlit, render passes, and sorting.

depends on
deki-editor (DLL)

What it does

deki-rendering is the foundation every other graphics module sits on. It provides the camera component, the DekiRenderSystem that orchestrates per-frame rendering, the Standard2DRenderer, the centralized QuadBlit pipeline, and the sort + clip stack used by other renderers.

Anything that ends up on screen goes through this module. If your project does not depend on it (directly or transitively), nothing renders.

Components and types

  • CameraComponent – viewport configuration, projection, clear color.
  • DekiRenderSystem – orchestrates RenderToBuffer(prefab, camera, buffer, w, h, format).
  • RendererComponent – base class for custom renderers; returns pixel data via SourceDescriptor.
  • QuadBlit – centralized blitter with position, scale, rotation, pivot, and clip-rect stack.
  • Standard2DRenderer – the default 2D render pass.

Example

auto* cam = root->AddComponent<CameraComponent>();
cam->clear_color = {16, 18, 24, 255};

// Custom renderer
class MyRenderer : public RendererComponent {
    SourceDescriptor RenderContent() override {
        // return pixel data + source rect
    }
};