ProjectedMeshBaseClass constructor
our CameraRenderer class object
a DOM HTML Element that can be bound to a Mesh
The type of the MeshBaseClass.
ReadonlyuuidThe universal unique id of the MeshBaseClass.
ReadonlyindexIndex of this MeshBaseClass, i.e. creation order.
RenderMaterial used by this MeshBaseClass.
Geometry used by this MeshBaseClass.
RenderTarget to render this Mesh to instead of the canvas context, if any.
OptionaladditionalAdditional output RenderTarget onto which render this Mesh, besides the main outputTarget or screen. Useful for some effects that might need to render the same Mesh twice or more. Beware tho that the Mesh pipeline has to exactly fit the provided RenderTarget render passes descriptors as no checks will be performed here.
RenderBundle used to render this Mesh, if any.
Controls the order in which this MeshBaseClass should be rendered by our Scene.
Whether this MeshBaseClass should be treated as transparent. Impacts the render pipeline blend properties.
Flag indicating whether this MeshBaseClass is ready to be drawn.
Empty object to store any additional data or custom properties into your Mesh.
Function assigned to the onReady callback.
function assigned to the onBeforeRender callback.
function assigned to the onRender callback.
Function assigned to the onAfterRender callback.
function assigned to the onAfterResize callback.
Callback to run when MeshBaseClass is ready.
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.
Callback to run just before updating the Scene matrix stack.
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.
Callback to run just before rendering the 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.
Callback to run just after MeshBaseClass has been rendered.
Callback to execute just after a Mesh has been resized.
Callback to run just after MeshBaseClass has been resized.
The CameraRenderer used
The ProjectedMesh DOMFrustum class object
Frustum culling check to use. Accepts OBB, sphere or a boolean. Default to OBB. When set to true, OBB is used.
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
function assigned to the onReEnterView callback
function assigned to the onLeaveView callback
Callback to execute when a Mesh is reentering the view frustum.
callback to run when ProjectedMeshBaseClass is reentering the view frustum
Callback to execute when a Mesh is leaving the view frustum.
callback to run when ProjectedMeshBaseClass is leaving the view frustum
Get private #autoRender value.
Get/set whether a Mesh is ready or not.
Get the transparent property value.
Set the transparent property value. Update the RenderMaterial rendering options and Scene stack if needed.
New transparency value.
Get our RenderMaterial textures array.
Get the current RenderMaterial uniforms.
Get the current RenderMaterial storages.
Get whether the Mesh is currently in the camera frustum.
Get the visible property value
Set the visible property value
new visibility value
Get our DOMFrustum projected bounding rectangle
Remove a Mesh from the renderer and the Scene.
OptionalremoveFromRenderer: booleanCalled when the device has been restored.
Compute the Mesh geometry if needed.
Set our Mesh geometry: create buffers and add attributes to material.
Set or update the RenderMaterial rendering options to match the RenderPass descriptor used to draw this Mesh.
RenderPass used to draw this Mesh, default to the renderer renderPass.
Hook used to clean up parameters before sending them to the material.
Parameters to clean before sending them to the RenderMaterial.
Set or update the Mesh RenderMaterial.
New RenderMaterial to use.
Set Mesh material attributes.
Create a new MediaTexture.
Assign or remove a RenderTarget to this Mesh. Since this manipulates the Scene stacks, it can be used to remove a RenderTarget as well.
The RenderTarget to assign or null if we want to remove the current RenderTarget.
Resize the textures.
Execute onBeforeRender callback if needed. Called by the Scene before updating the matrix stack.
Current render pass encoder.
Called after having rendered the Mesh.
Render our Mesh:
Current render pass encoder.
Remove the Mesh from the Scene and destroy it.
Destroy the Mesh.
Set or reset this Mesh renderer.
New CameraRenderer or GPUCurtains instance to use.
Assign or remove a RenderBundle to this Mesh.
OptionalrenderBundle: RenderBundle
the RenderBundle to assign or null if we want to remove the current RenderBundle.
OptionalupdateScene: boolean
Whether to remove and then re-add the Mesh from the Scene or not.
Reset the matrices buffer binding parent and offset and tell its bind group to update.
Optionaloffset: number
New offset to use in the parent RenderBundle binding.
Set default shaders if one or both of them are missing
Set the Mesh frustum culling
Set a Mesh matrices uniforms inputs then call MeshBaseClass super method
Update this Mesh camera BindGroup. Useful if the Mesh needs to be rendered with a different camera than the CameraRenderer one.
New camera BindGroup to use. Should be a clon from the CameraRenderer one.
Resize our Mesh
the new bounding rectangle
Apply scale and resize textures
Check if the Mesh lies inside the camera view frustum or not.
Tell our matrices bindings to update if needed and call Mesh base onBeforeRenderPass super.
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.
current render pass
This class describes the properties and methods to set up a Projected Mesh (i.e. a basic Mesh with ProjectedObject3D transformations matrices and a Camera to use for projection), implemented in the ProjectedMeshBaseMixin: