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Class RenderPipeline

渲染流程。

Hierarchy

Index

Constructors

constructor

Properties

Protected _activeFlows

_activeFlows: RenderFlow[] = []

Protected _colorFmt

_colorFmt: GFXFormat = GFXFormat.UNKNOWN

Protected _curIdx

_curIdx: string = "shading"

Protected _defaultTex

_defaultTex: GFXTexture | null = null

Protected _defaultTexView

_defaultTexView: GFXTextureView | null = null

Protected _depthStencilFmt

_depthStencilFmt: GFXFormat = GFXFormat.UNKNOWN

Protected _device

_device: GFXDevice = null!

Protected _fboCount

_fboCount: number = 0

Protected _flows

_flows: RenderFlow[] = []

Protected _fpScale

_fpScale: number = 1.0 / 1024.0

Protected _fpScaleInv

_fpScaleInv: number = 1024

Protected _frameBuffers

_frameBuffers: Map<string, GFXFramebuffer> = new Map<string, GFXFramebuffer>()

Protected _globalBindings

_globalBindings: Map<string, IInternalBindingInst> = new Map<string, IInternalBindingInst>()

Protected _isHDR

_isHDR: boolean = false

Protected _isHDRSupported

_isHDRSupported: boolean = false

Protected _lightMeterScale

_lightMeterScale: number = 10000

Protected _macros

_macros: IDefineMap

Protected _prevIdx

_prevIdx: string = "shading1"

Protected _quadIA

_quadIA: GFXInputAssembler | null = null

Protected _quadIB

_quadIB: GFXBuffer | null = null

Protected _quadVB

_quadVB: GFXBuffer | null = null

Protected _renderObjects

_renderObjects: IRenderObject[] = []

Protected _renderPasses

_renderPasses: Map<number, GFXRenderPass> = new Map<number, GFXRenderPass>()

Protected _renderTextures

_renderTextures: Map<string, GFXTexture> = new Map<string, GFXTexture>()

Protected _root

_root: Root = null!

Protected _shadingHeight

_shadingHeight: number = 0

Protected _shadingScale

_shadingScale: number = 1

Protected _shadingWidth

_shadingWidth: number = 0

Protected _textureViews

_textureViews: Map<string, GFXTextureView> = new Map<string, GFXTextureView>()

Protected _uboGlobal

_uboGlobal: UBOGlobal = new UBOGlobal()

Protected _useDynamicBatching

_useDynamicBatching: boolean = false

Protected _useMSAA

_useMSAA: boolean = false

Protected _usePostProcess

_usePostProcess: boolean = false

Protected _useSMAA

_useSMAA: boolean = false

Protected framebuffers

framebuffers: FrameBufferDesc[] = []

Protected renderPasses

renderPasses: RenderPassDesc[] = []

Protected renderTextures

renderTextures: RenderTextureDesc[] = []

Accessors

activeFlows

currShading

  • get currShading(): string

defaultGlobalUBOData

  • get defaultGlobalUBOData(): Float32Array

defaultTexture

device

flows

fpScale

  • get fpScale(): number

fpScaleInv

  • get fpScaleInv(): number

globalBindings

isHDR

  • get isHDR(): boolean

isHDRSupported

  • get isHDRSupported(): boolean

lightMeterScale

  • get lightMeterScale(): number
  • set lightMeterScale(scale: number): void

macros

name

  • get name(): string

prevShading

  • get prevShading(): string

quadIA

renderObjects

root

shadingScale

  • get shadingScale(): number

useDynamicBatching

  • get useDynamicBatching(): boolean

useMSAA

  • get useMSAA(): boolean

usePostProcess

  • get usePostProcess(): boolean

useSMAA

  • get useSMAA(): boolean

Methods

Protected destroy

  • _destroy(): void

Private getTextureFormat

Protected initRenderResource

  • _initRenderResource(): boolean

activate

  • activate(root: Root): boolean

Private activateFlow

addRenderPass

Protected addVisibleModel

  • addVisibleModel(model: Model, camera: Camera): void

clearRenderPasses

  • clearRenderPasses(): void

Protected createQuadInputAssembler

  • createQuadInputAssembler(): boolean

Protected createUBOs

  • createUBOs(): boolean

Abstract destroy

  • destroy(): any

destroyFlows

  • destroyFlows(): void

Protected destroyQuadInputAssembler

  • destroyQuadInputAssembler(): void

Protected destroyUBOs

  • destroyUBOs(): void

getFlow

getFrameBuffer

getRenderPass

getRenderTexture

  • getRenderTexture(name: string): undefined | GFXTexture

getTextureView

initialize

rebuild

  • rebuild(): void

removeRenderPass

  • removeRenderPass(stage: number): void

render

resize

  • resize(width: number, height: number): void

Protected resizeFBOs

  • resizeFBOs(width: number, height: number): void

sceneCulling

swapFBOs

  • swapFBOs(): void

updateMacros

  • updateMacros(): void

updateUBOs

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