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Class StandardPipeline

The standard pipeline renders meshes using the set render passes. It's created and used by default.

Hierarchy

  • ObjectRenderer
    • StandardPipeline

Index

Constructors

constructor

Properties

Protected _meshes

_meshes: Mesh3D[] = []

Protected _spriteRenderer

_spriteRenderer: SpriteBatchRenderer

Protected _sprites

_sprites: ProjectionSprite[] = []

materialPass

materialPass: MaterialRenderPass = ...

The pass used for rendering materials.

renderPasses

renderPasses: RenderPass[] = ...

The array of render passes. Each mesh will be rendered with these passes (if it has been enabled on that mesh).

renderer

renderer: Renderer

shadowPass

shadowPass: ShadowRenderPass = ...

The pass used for rendering shadows.

Methods

destroy

  • destroy(): void
  • Generic destruction method that frees all resources. This should be called by subclasses.

    Returns void

disableShadows

enableShadows

  • Enables shadows for the specified object. Adds the shadow render pass to the specified object and enables the standard material to use the casting light.

    Parameters

    • object: Mesh3D | Model

      The mesh or model to enable shadows for.

    • Optional light: ShadowCastingLight

      The shadow casting light to associate with the object when using the standard material.

    Returns void

flush

  • flush(): void

render

  • render(object: Mesh3D | ProjectionSprite): void

sort

  • sort(): void

start

  • start(): void
  • Stub method that initializes any state required before rendering starts. It is different from the prerender signal, which occurs every frame, in that it is called whenever an object requests this renderer specifically.

    Returns void

stop

  • stop(): void
  • Stops the renderer. It should free up any state and become dormant.

    Returns void

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