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Class ForwardPipeline

前向渲染管线。

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[] = []

渲染流程列表

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 = ""

用于本机资产的可序列化URL。供内部使用。

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

标签

readonly

_uuid

_uuid: string

ambient

ambient: Ambient = new Ambient()

fog

fog: Fog = new Fog()

loaded

loaded: boolean = true

该资源是否已经成功加载。

Protected materials

materials: MaterialConfig[] = []

renderObjects

renderObjects: IRenderObject[] = []

渲染对象数组,仅在当前帧的场景剔除完成后有效。

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

当场景或 Prefab 被标记为 asyncLoadAssets,禁止延迟加载该资源所依赖的其它原始资源。

default

false

Static preventPreloadNativeObject

preventPreloadNativeObject: boolean = false

禁止预加载原生对象。

default

false

Accessors

Private nativeAsset

  • get nativeAsset(): any
  • set nativeAsset(obj: any): void
  • 此资源的基础资源(如果有)。 此属性可用于访问与资源相关的其他详细信息或功能。
    如果_native可用,则此属性将由加载器初始化。

    default

    null

    Returns any

  • 此资源的基础资源(如果有)。 此属性可用于访问与资源相关的其他详细信息或功能。
    如果_native可用,则此属性将由加载器初始化。

    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
  • 返回对象的字符串表示形式。
    Asset 对象将会重写 Object 对象的 toString() 方法。
    当资源要表示为文本值时或在字符串连接时引用时,
    JavaScript 会自动调用 toString() 方法。

    对于原始类型的资源,它将返回this.nativeUrl
    否则,返回空字符串。
    子类可能会覆盖此方法。

    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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