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OxisIndustries

astralrenderer-architecture

by OxisIndustries

Fully AI Driven codebase for rendering

0🍴 0📅 Jan 21, 2026

SKILL.md


name: AstralRenderer Architecture description: Guidelines for navigating and extending the AstralRenderer engine architecture

AstralRenderer Architecture Skill

This skill explains the specific architectural patterns used in the AstralRenderer engine.

Directory Structure

  • src/core: Low-level abstractions (Context, Device, Queue, Window).
  • src/resources: GPU resource wrappers (Buffer, Image, Shader).
  • src/renderer: High-level rendering logic (RenderGraph, Pipeline, SceneManager).
  • include/astral: Public API headers.

RenderGraph System

Purpose: Manages frame-based resource dependencies and barriers automatically.

How to Add a Pass:

  1. Define a RenderPass struct or lambda.
  2. Register input/output resources using RenderGraph::addPass.
  3. Provide an execute callback.

Example:

renderGraph.addPass("MyPass",
    [&](RenderGraphBuilder& builder) {
        // Define dependencies
        builder.read(sceneDepth);
        builder.write(outputColor);
    },
    [&](CommandBuffer& cmd) {
        // Execute rendering commands
    }
);

Material System

PBR Standard:

  • Uses a Metallic-Roughness workflow.
  • Data is passed via Material Buffers (Set #2).
  • Shaders expected: pbr.vert, pbr.frag.

Coding Conventions

  • Namespaces: All code must be within the astral namespace.
  • Classes: PascalCase (RendererSystem).
  • Methods/Variables: camelCase (createInstance, m_device).
  • Members: Prefix private members with m_ (e.g., m_context).
  • Error Handling: Use exceptions (std::runtime_error) for fatal initialization errors; use return codes or std::expected for runtime recoverable errors.

Adding New Features

  1. Header: Create public interface in include/astral/<layer>/.
  2. Source: Implement specific logic in src/<layer>/.
  3. Registration: If it's a renderer system, verify if it needs to be added to RendererSystem or Application.

Score

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50/100

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