What problem does it solve?
OpenHarmony Graphics3D Combined post-process effects are hard to implement correctly because they require coordinated, consistent changes across LumeRender, Lume3D, and LumeScene while obeying single-pass constraints and strict shader/C++ index alignment.
Core Features & Use Cases
- Single-pass fullscreen post-processing integration: Implement tone mapping, color grading, vignette, and similar effects that run in one combined shader pass.
- Three-module implementation workflow: Provide an end-to-end checklist spanning LumeRender configuration/shader wiring, Lume3D ECS/component integration, and LumeScene user-facing interfaces and registration.
- Built-in safety guardrails: Prevent common failure modes such as multi-pass misuse, shader–C++ index mismatches, and incorrect userFactors handling for effects with >4 parameters.
- Reference-driven examples: Use the provided implementation guide to follow expected file targets and data flow for effects like Tone and ColorConversion.
Quick Start
Implement a new single-pass Combined post-process effect in OpenHarmony Graphics3D by following the LumeRender → Lume3D → LumeScene steps and validating that the effect is registered with consistent indices and flag bits.