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    Create a Material specifically built to draw the vertices of a Geometry. Internally used by all kind of Meshes.

    A RenderMaterial automatically creates a RenderPipelineEntry. Once all the BindGroup have been created, they are sent with the shaders code and the rendering options to the RenderPipelineEntry, which is in turns responsible for creating the GPURenderPipeline.

    After the GPURenderPipeline has been successfully compiled, the RenderMaterial is considered to be ready.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    type: string

    The type of the Material.

    uuid: string

    The universal unique id of the Material.

    renderer: Renderer

    The Renderer used.

    bindGroups: AllowedBindGroups[]

    Array of bind groups used by this Material. This array respects a specific order:

    1. The textures bind groups.
    2. The bind group created using uniforms and storages parameters if any.
    3. Additional bind groups parameters if any.
    texturesBindGroups: TextureBindGroup[]

    Array of texture bind groups used by this Material.

    inputsBindGroups: BindGroup[]

    Array of bind groups created using the uniforms and storages parameters when instancing this Material.

    clonedBindGroups: AllowedBindGroups[]

    Array of cloned bind groups created by this Material.

    uniforms: Record<string, Record<string, BufferBindingInput>>

    Object containing all uniforms inputs handled by this Material.

    storages: Record<string, Record<string, BufferBindingInput>>

    Object containing all read only or read/write storages inputs handled by this Material.

    inputsBindings: Map<string, BindGroupBindingElement>

    Map of bindings created using the uniforms and storages parameters when instancing this Material.

    textures: MaterialTexture[]

    Array of Texture or MediaTexture handled by this Material.

    samplers: Sampler[]

    Array of Sampler handled by this Material.

    pipelineEntry: RenderPipelineEntry

    Mandatory geometry attributes to pass to the render pipeline entry.

    Options used to create this RenderMaterial.

    Accessors

    • get ready(): boolean

      Get whether the renderer is ready, our pipeline entry and pipeline have been created and successfully compiled.

      Returns boolean

    Methods

    • Force setting a given buffer binding shouldUpdate flag to true to update it at next render.

      Parameters

      • OptionalbufferBindingName: string

        The buffer binding name.

      • OptionalbindingName: string

        The binding name.

      Returns void