Base renderer class, that could technically be used to render compute passes and draw fullscreen quads, even tho it is strongly advised to use at least the GPUCameraRenderer class instead. A renderer is responsible for:

  • Setting a context.
  • Handling the canvas onto everything is drawn.
  • Creating a RenderPass that will handle our render and depth textures and the render pass descriptor.
  • Keeping track of every specific class objects created relative to computing and rendering.
  • Creating a Scene class that will take care of the rendering process of all previously mentioned objects.

Hierarchy (View Summary)

Constructors

Properties

Accessors

Methods

Constructors

Properties

type: string

The type of the GPURenderer.

uuid: string

The universal unique id of this GPURenderer.

deviceManager: GPUDeviceManager

The GPUDeviceManager used to create this GPURenderer.

HTMLCanvasElement onto everything is drawn.

The WebGPU context used.

Options used to create this GPURenderer.

renderPass: RenderPass

The render pass used to render our result to screen.

postProcessingPass: RenderPass

Additional render pass used by ShaderPass for compositing / post processing. Does not handle depth.

scene: Scene

The Scene used.

shouldRender: boolean

Whether we should render our GPURenderer or not. If set to false, the render hooks onBeforeCommandEncoderCreation, onBeforeRenderScene, onAfterRenderScene and onAfterCommandEncoderSubmission won't be called, the scene graph will not be updated and the scene will not be rendered, completely pausing the renderer. Default to true.

shouldRenderScene: boolean

Whether we should explicitly update our Scene or not. If set to false, the scene graph will not be updated and the scene will not be rendered. Default to true.

computePasses: ComputePass[]

An array containing all our created ComputePass.

pingPongPlanes: PingPongPlane[]

An array containing all our created PingPongPlane.

shaderPasses: ShaderPass[]

An array containing all our created ShaderPass.

renderPasses: Map<string, RenderPass>

A Map containing all the RenderPass handled by this renderer.

renderTargets: RenderTarget[]

An array containing all our created RenderTarget.

An array containing all our created meshes.

textures: (MediaTexture | Texture)[]

An array containing all our created Texture.

environmentMaps: Map<string, EnvironmentMap>

A Map containing all the EnvironmentMap handled by this renderer.

renderBundles: Map<string, RenderBundle>

A Map containing all the RenderBundle handled by this renderer.

animations: Map<string, TargetsAnimationsManager>

A Map containing all the TargetsAnimationsManager handled by this renderer.

pixelRatio: number

Pixel ratio to use for rendering.

rectBBox: RectBBox

An object defining the width, height, top and left position of the canvas. Mainly used internally. If you need to get the renderer dimensions, use boundingRect instead.

scissorRect: RectBBox

Current scissor RectBBox to use to set the renderPass and postProcessingPass RenderPass scissorRect if any.

domElement: DOMElement

DOMElement that will track our canvas container size.

onBeforeCommandEncoderCreation: TasksQueueManager

Allow to add callbacks to be executed at each render before the GPUCommandEncoder is created.

onBeforeRenderScene: TasksQueueManager

Allow to add callbacks to be executed at each render after the GPUCommandEncoder has been created but before the Scene is rendered.

onAfterRenderScene: TasksQueueManager

Allow to add callbacks to be executed at each render after the GPUCommandEncoder has been created and after the Scene has been rendered.

onAfterCommandEncoderSubmission: TasksQueueManager

Allow to add callbacks to be executed at each render after the Scene has been rendered and the GPUCommandEncoder has been submitted.

_onResizeCallback: () => void = ...

function assigned to the onResize callback.

_onAfterResizeCallback: () => void = ...

function assigned to the onAfterResize callback.

Accessors

Methods