RenderMaterial constructor
Renderer class object or GPUCurtains class object used to create this RenderMaterial.
RenderMaterialParams used to create our RenderMaterial.
The type of the Material.
Readonly
uuidThe universal unique id of the Material.
The Renderer used.
Array of bind groups used by this Material. This array respects a specific order:
Array of texture bind groups used by this Material.
Array of bind groups created using the uniforms and storages parameters when instancing this Material.
Array of cloned bind groups created by this Material.
Object containing all uniforms inputs handled by this Material.
Object containing all read only or read/write storages inputs handled by this Material.
Array of Texture or MediaTexture handled by this Material.
Render pipeline entry used by this RenderMaterial.
Mandatory geometry attributes to pass to the render pipeline entry.
Options used to create this RenderMaterial.
Get whether the renderer is ready, our pipeline entry and pipeline have been created and successfully compiled.
Get the main texture bind group created by this Material to manage all textures related struct.
Get the RenderMaterial pipeline buffers cache key based on its BindGroup cache keys and eventually attributes cache keys.
Get whether this RenderMaterial uses the renderer camera and lights bind group.
Called when the device has been restored to recreate our samplers, textures and bind groups.
Get the complete code of a given shader including all the WGSL fragment code snippets added by the pipeline. Can wait for the pipelineEntry to be compiled if that's not already the case.
Optional
shaderType: FullShadersType = 'full'Shader to get the code from.
Get the added code of a given shader, i.e. all the WGSL fragment code snippets added by the pipeline. Can wait for the pipelineEntry to be compiled if that's not already the case.
Optional
shaderType: FullShadersType = 'vertex'Shader to get the code from.
Clones a BindGroup from a list of buffers. Useful to create a newBindGroup with already created buffers, but swapped.
parameters used to clone the BindGroup.
Optional
bindGroup?: AllowedBindGroupsthe BindGroup to clone.
Optional
bindings?: BindGroupBindingElement[]our input binding buffers.
Optional
keepLayout?: booleanwhether we should keep original bind group layout or not.
Get a corresponding BindGroup or TextureBindGroup from one of its binding name/key
the binding name/key to look for.
Destroy a BindGroup, only if it is not used by another object.
BindGroup to eventually destroy.
Destroy all BindGroup.
Look for a binding by name in all input bindings
the binding name or key.
Look for a buffer binding by name in all input bindings.
The binding name or key.
Force setting a given buffer binding shouldUpdate flag to true
to update it at next render.
Optional
bufferBindingName: stringThe buffer binding name.
Optional
bindingName: stringThe binding name.
Prepare our textures array and set the TextureBindGroup.
Add a MediaTexture or Texture to our textures array, and add it to the textures bind group only if used in the shaders (avoid binding useless data).
MediaTexture or Texture to add.
Destroy a MediaTexture or Texture, only if it is not used by another object or cached.
MediaTexture or Texture to eventually destroy.
Destroy all the Material textures.
Map a Buffer's GPU buffer and put a copy of the data into a Float32Array
Map the content of a BufferBinding GPU buffer and put a copy of the data into a Float32Array.
The name of the input bindings from which to map the GPU buffer.
Map the content of a specific buffer element belonging to a BufferBinding GPU buffer and put a copy of the data into a Float32Array.
Parameters used to get the result.
The name of the input bindings from which to map the GPU buffer.
The name of the buffer element from which to extract the data afterwards.
Called before rendering the Material. First, check if we need to create our bind groups or pipeline. Finally, updates all the bind groups.
Set the current pipeline.
Current pass encoder.
Use the renderer pipelineManager to only set the bind groups that are not already set.
Current pass encoder.
Set or reset this RenderMaterial renderer. Will also update the renderer camera bind group if needed.
New Renderer or GPUCurtains instance to use.
Set (or reset) the current pipelineEntry. Use the renderer pipelineManager to check whether we can get an already created RenderPipelineEntry from cache or if we should create a new one.
Compile the RenderPipelineEntry.
Check if attributes and all bind groups are ready, create them if needed, set RenderPipelineEntry bind group buffers and compile the pipeline.
Set or reset one of the rendering options. Should be use with great caution, because if the render pipeline has already been compiled, it can cause a pipeline flush.
New rendering options properties to be set.
Get all useful Geometry properties needed to create attributes buffers.
The geometry to draw.
Render the material if it is ready. Call super, and the set the pass encoder stencil reference if needed.
Current pass encoder.
Create a Material specifically built to draw the vertices of a Geometry. Internally used by all kind of Meshes.
Render pipeline
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.