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Class ForwardPipeline

The forward render pipeline

Hierarchy

Index

Constructors

constructor

Properties

__asyncLoadAssets__

__asyncLoadAssets__: boolean = false

__depends__

__depends__: any = null

__nativeDepend__

__nativeDepend__: any = null

__onLoadedInvoked__

__onLoadedInvoked__: boolean = false

Protected _cameraUBO

_cameraUBO: Float32Array = new Float32Array(UBOCamera.COUNT)

Protected _commandBuffers

_commandBuffers: CommandBuffer[] = []

Protected _descriptorSet

_descriptorSet: DescriptorSet

Protected _descriptorSetLayout

_descriptorSetLayout: DescriptorSetLayout

Protected _device

_device: Device

Protected _flows

_flows: RenderFlow[] = []

Flows

readonly

Protected _fpScale

_fpScale: number = 1.0 / 1024.0

Protected _globalUBO

_globalUBO: Float32Array = new Float32Array(UBOGlobal.COUNT)

Protected _isHDR

_isHDR: boolean = false

Protected _macros

_macros: MacroRecord

_native

_native: string = ""

Serializable url for native asset. For internal usage.

default

""

_nativeUrl

_nativeUrl: string = ""

Protected _renderPasses

_renderPasses: Map<ClearFlag, RenderPass> = new Map<ClearFlag, RenderPass>()

Protected _shadingScale

_shadingScale: number = 1

Protected _shadowUBO

_shadowUBO: Float32Array = new Float32Array(UBOShadow.COUNT)

Protected _tag

_tag: number = 0

Tag

readonly

_uuid

_uuid: string

ambient

ambient: Ambient = new Ambient()

fog

fog: Fog = new Fog()

loaded

loaded: boolean = true

Whether the asset is loaded or not

Protected materials

materials: MaterialConfig[] = []

renderObjects

renderObjects: IRenderObject[] = []

The list for render objects, only available after the scene culling of the current frame.

readonly

Protected renderTextures

renderTextures: RenderTextureConfig[] = []

shadowFrameBufferMap

shadowFrameBufferMap: Map<Light, Framebuffer> = new Map()

shadowObjects

shadowObjects: IRenderObject[] = []

shadows

shadows: Shadows = new Shadows()

skybox

skybox: Skybox = new Skybox()

Static preventDeferredLoadDependents

preventDeferredLoadDependents: boolean = false

Indicates whether its dependent native assets can support deferred load if the owner scene (or prefab) is marked as asyncLoadAssets.

default

false

Static preventPreloadNativeObject

preventPreloadNativeObject: boolean = false

Indicates whether its native object should be preloaded from native url.

default

false

Accessors

Private nativeAsset

  • get nativeAsset(): any
  • set nativeAsset(obj: any): void
  • The underlying native asset of this asset if one is available.
    This property can be used to access additional details or functionality releated to the asset.
    This property will be initialized by the loader if _native is available.

    default

    null

    Returns any

  • The underlying native asset of this asset if one is available.
    This property can be used to access additional details or functionality releated to the asset.
    This property will be initialized by the loader if _native is available.

    default

    null

    Parameters

    • obj: any

    Returns void

nativeDep

  • get nativeDep(): undefined | { __isNative__: boolean; ext: string; uuid: string }

commandBuffers

descriptorSet

descriptorSetLayout

device

flows

fpScale

  • get fpScale(): number

isHDR

  • get isHDR(): boolean
  • set isHDR(val: boolean): void

macros

nativeUrl

  • get nativeUrl(): string

refCount

  • get refCount(): number

shadingScale

  • get shadingScale(): number

shadowUBO

  • get shadowUBO(): Float32Array

tag

  • get tag(): number

Methods

Private activeRenderer

  • _activeRenderer(): boolean

Private setRawAsset

  • setRawAsset(filename: string, inLibrary?: boolean): void

activate

  • activate(): boolean

addRef

Optional createNode

decRef

  • decRef(autoRelease?: boolean): Asset

destroy

  • destroy(): boolean

Private destroyUBOs

  • destroyUBOs(): void

getRenderPass

initialize

onLoaded

  • onLoaded(): void

render

  • render(cameras: Camera[]): void

Private serialize

  • serialize(): void

toString

  • toString(): string
  • Returns the string representation of the object.
    The Asset object overrides the toString() method of the Object object.
    JavaScript calls the toString() method automatically
    when an asset is to be represented as a text value or when a texture is referred to in a string concatenation.

    For assets of the native type, it will return this.nativeUrl.
    Otherwise, an empty string is returned.
    This method may be overwritten by subclasses.

    method

    toString

    Returns string

updateCameraUBO

  • updateCameraUBO(camera: Camera): void

updateGlobalUBO

  • updateGlobalUBO(): void

updateShadowUBO

  • updateShadowUBO(camera: Camera): void

Static deserialize

  • deserialize(data: any): any

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