Create a 3D Mesh.

A 3D Mesh is a basically a ProjectedObject3D with a Geometry and a RenderMaterial.

You need to pass at least a valid Geometry as parameter.
If no shaders are provided, it will use the normals colors as default shading.

Shaders bindings and default attributes and uniforms

The shaders are automatically patched with the input bind groups and bindings defined in your parameters object, as well as some default attributes and uniforms (see RenderPipelineEntry).

Default shaders

If one or all shaders are missing, the library will use default ones.

Default vertex shader:

struct VSOutput {
@builtin(position) position: vec4f,
@location(0) uv: vec2f,
@location(1) normal: vec3f,
@location(2) worldPosition: vec3f,
@location(3) viewDirection: vec3f,
};

@vertex fn main(
attributes: Attributes,
) -> VSOutput {
var vsOutput: VSOutput;

vsOutput.position = getOutputPosition(attributes.position);
vsOutput.uv = attributes.uv;
vsOutput.normal = getWorldNormal(attributes.normal);
vsOutput.worldPosition = getWorldPosition(attributes.position).xyz;
vsOutput.viewDirection = camera.position - vsOutput.worldPosition;

return vsOutput;
}

Default fragment shader:

struct VSOutput {
@builtin(position) position: vec4f,
@location(0) uv: vec2f,
@location(1) normal: vec3f,
};

@fragment fn main(fsInput: VSOutput) -> @location(0) vec4f {
// normals
return vec4(normalize(fsInput.normal) * 0.5 + 0.5, 1.0);
}

Example

// set our main GPUCurtains instance
const gpuCurtains = new GPUCurtains({
container: '#canvas' // selector of our WebGPU canvas container
})

// set the GPU device
// note this is asynchronous
await gpuCurtains.setDevice()

// create a mesh with a box geometry
// will use the normals colors as default shading
const mesh = new Mesh(gpuCurtains, {
label: 'My mesh',
geometry: new BoxGeometry(),
})

Hierarchy

Constructors

Properties

Accessors

Methods

Constructors

Properties

type: string

The type of the MeshBaseClass

uuid: string

The universal unique id of the MeshBaseClass

index: number

Index of this MeshBaseClass, i.e. creation order

material: RenderMaterial

Geometry used by this MeshBaseClass

outputTarget: RenderTarget

RenderTarget to render this Mesh to instead of the canvas context, if any.

renderOrder: number

Controls the order in which this MeshBaseClass should be rendered by our Scene

_transparent: boolean

Whether this MeshBaseClass should be treated as transparent. Impacts the render pipeline blend properties

_visible: boolean

Flag indicating whether to draw this MeshBaseClass or not

_ready: boolean

Flag indicating whether this MeshBaseClass is ready to be drawn

userData: Record<string, unknown>

Empty object to store any additional data or custom properties into your Mesh.

_onReadyCallback: (() => void)

function assigned to the onReady callback

Type declaration

    • (): void
    • function assigned to the onReady callback

      Returns void

_onBeforeRenderCallback: (() => void)

function assigned to the onBeforeRender callback

Type declaration

_onRenderCallback: (() => void)

function assigned to the onRender callback

Type declaration

    • (): void
    • function assigned to the onRender callback

      Returns void

_onAfterRenderCallback: (() => void)

function assigned to the onAfterRender callback

Type declaration

    • (): void
    • function assigned to the onAfterRender callback

      Returns void

_onAfterResizeCallback: (() => void)

function assigned to the onAfterResize callback

Type declaration

    • (): void
    • function assigned to the onAfterResize callback

      Returns void

onReady: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute when a Mesh is ready - i.e. its material and geometry are ready.

Type declaration

Param: callback

callback to run when MeshBaseClass is ready

Returns

  • our Mesh
onBeforeRender: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

Type declaration

    • (callback): ProjectedMeshBaseClass | MeshBaseClass
    • Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

      Parameters

      • callback: (() => void)

        callback to run just before updating the Scene matrix stack.

          • (): void
          • Returns void

      Returns ProjectedMeshBaseClass | MeshBaseClass

      • our Mesh

Param: callback

callback to run just before updating the Scene matrix stack.

Returns

  • our Mesh
onRender: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute right before actually rendering the Mesh. Useful to update uniforms for example. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

Type declaration

Param: callback

callback to run just before rendering the MeshBaseClass.

Returns

  • our Mesh
onAfterRender: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute just after a Mesh has been rendered. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

Type declaration

Param: callback

callback to run just after MeshBaseClass has been rendered

Returns

  • our Mesh
onAfterResize: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute just after a Mesh has been resized.

Type declaration

Param: callback

callback to run just after MeshBaseClass has been resized

Returns

  • our Mesh
renderer: CameraRenderer

The CameraRenderer used

domFrustum: DOMFrustum

The ProjectedMesh DOMFrustum class object

frustumCulling: FrustumCullingCheck

Frustum culling check to use. Accepts OBB, sphere or a boolean. Default to OBB. When set to true, OBB is used.

DOMFrustumMargins: RectCoords

Margins (in pixels) to applied to the DOM Frustum to determine if this ProjectedMesh should be frustum culled or not

Options used to create this ProjectedMeshBaseClass

_onReEnterViewCallback: (() => void)

function assigned to the onReEnterView callback

Type declaration

    • (): void
    • function assigned to the onReEnterView callback

      Returns void

_onLeaveViewCallback: (() => void)

function assigned to the onLeaveView callback

Type declaration

    • (): void
    • function assigned to the onLeaveView callback

      Returns void

onReEnterView: ((callback) => ProjectedMeshBaseClass)

Callback to execute when a Mesh is reentering the view frustum.

Type declaration

Param: callback

callback to run when ProjectedMeshBaseClass is reentering the view frustum

Returns

  • our Mesh
onLeaveView: ((callback) => ProjectedMeshBaseClass)

Callback to execute when a Mesh is leaving the view frustum.

Type declaration

Param: callback

callback to run when ProjectedMeshBaseClass is leaving the view frustum

Returns

  • our Mesh
transforms: Object3DTransforms
children: Object3D[]

Children Object3D in the scene graph, used to compute their own world matrix

object3DIndex: number

Index (order of creation) of this Object3D. Used in the parent / children relation.

matricesNeedUpdate: boolean

Whether at least one of this Object3D matrix needs an update.

camera: Camera

Camera object used to compute model view and model view projection matrices

Accessors

  • get clipSpaceBoundingSphere(): {
        center: Vec3;
        radius: number;
    }
  • Get the geometry bounding sphere in clip space.

    Returns {
        center: Vec3;
        radius: number;
    }

    • center: Vec3

      Center of the bounding sphere.

    • radius: number

      Radius of the bounding sphere.

Methods

  • Remove a Mesh from the renderer and the Scene

    Parameters

    • removeFromRenderer: boolean

    Returns void

  • Called when the device has been lost to prepare everything for restoration. Basically set all the GPUBuffer to null so they will be reset next time we try to draw the Mesh

    Returns void

  • Set our Mesh geometry: create buffers and add attributes to material

    Returns void

  • Set Mesh material attributes

    Returns void

  • Assign or remove a RenderTarget to this Mesh Since this manipulates the Scene stacks, it can be used to remove a RenderTarget as well.

    Parameters

    • outputTarget: RenderTarget

      the RenderTarget to assign or null if we want to remove the current RenderTarget

    Returns void

  • Only render the Mesh if it is in view frustum. Since render() is actually called before onRenderPass(), we are sure to have fresh frustum bounding rectangle values here.

    Parameters

    • pass: GPURenderPassEncoder

      current render pass

    Returns void

  • Set our model matrix shouldUpdate flag to true (tell it to update)

    Returns void

  • Check whether at least one of the matrix should be updated

    Returns void

  • Check at each render whether we should update our matrices, and update them if needed

    Returns void

  • Tell our projection matrix stack to update

    Returns void

  • Set our projection matrices shouldUpdate flags to true (tell them to update)

    Returns void

  • When the world matrix update, tell our projection matrix to update as well

    Returns void