NPR Pipeline

The NPR Pipeline is the main Malt Pipeline. It's designed for stylized and NPR rendering and aside from common features like supersampling, lighting and shadow maps it suports:

  • Line Rendering.

  • Object ID rendering for NPR features like disabling self-shadows.

  • Transparent Shadow Maps.

  • User defined custom Light Shaders.

  • Order independent transparency (implemented via Depth Peeling).

Pipeline Shaders

The NPR Pipeline supports 3 types of shaders:








Material shaders for rendering objects.




Custom light shader that outputs the light color and intensity at a certain point.




Shaders for screen-space effects, like post-processing.

There are examples for each shader type in the Shader Examples folder.

Render overview

The high level overview of how the NPR Pipeline renders a frame sample is:

  • Load Scene data.

  • Render ShadowMaps (SHADOW_PASS).

  • Composite opaque and transparent (depth peeling) layers. For each layer:

    • Render a PRE_PASS that outputs the World Space Normal, Pixel Depth and Object IDs.

    • Render custom Light Shaders results to screen-space textures.

    • Render the MAIN_PASS that outputs the final color and the data needed for line rendering.

    • Expand and composite the final line result on top of the final color.

  • Composite the result on top of the results from previous samples.

Extending the Pipeline

The simplest way to extend the NPR Pipeline is by inheriting the class and overriding the draw_layer function.

class Extended_NPR_Pipeline(NPR_Pipeline):
def __init__(self):
super().__init__()['Custom Post Process'] = MaterialParameter('', 'screen')
def setup_render_targets(self, resolution):
self.t_postpro = Texture(resolution, GL_RGBA32F)
self.fbo_postpro = RenderTarget([self.t_postpro])
def draw_layer(self, batches, scene, background_color=(0,0,0,0)):
result = super().draw_layer(batches, scene, background_color)
shader = scene.world_parameters['Custom Post Process']
if shader and shader['SHADER']:
# Pass any input needed to the shader (must be declared in the shader source)
shader['SHADER'].textures['IN_COLOR'] = result
self.draw_screen_pass(shader['SHADER'], self.fbo_postpro)
return self.t_postpro
return result