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Class StandardPipeline

The standard pipeline renders meshes using the specified render passes. The standard pipeline is created and used by default.

Hierarchy

  • ObjectRenderer
    • StandardPipeline

Index

Constructors

constructor

Properties

Private _materialPass

_materialPass: MaterialRenderPass

Private _meshes

_meshes: Mesh3D[] = []

Private _renderPasses

_renderPasses: RenderPass[] = []

Private _shadowPass

_shadowPass: ShadowRenderPass

renderer

renderer: Renderer

The renderer to use.

Accessors

materialPass

shadowPass

Methods

addRenderPass

  • addRenderPass<T>(renderPass: T): T

createPostProcessingSprite

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 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

removeRenderPass

  • removeRenderPass(renderPass: RenderPass): void

render

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

Static from

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