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Class RenderPass

A render pass is a collection of the resources which is used in rendering process.

Hierarchy

Index

Constructors

Properties

__entities: (ISceneGraphEntity | IMeshEntity)[] = []
__frameBuffer?: FrameBuffer
__material?: Material
__meshComponents?: MeshComponent[]
__preRenderFunc?: Function
__primitiveMaterial: Map<Primitive, Material> = ...
__renderTargetColorAttachments?: RenderBufferTargetEnum[]
__resolveFrameBuffer?: FrameBuffer
__resolveFrameBuffer2?: FrameBuffer
__sceneGraphDirectlyAdded: SceneGraphComponent[] = []
__topLevelSceneGraphComponents?: SceneGraphComponent[] = []
__viewport?: MutableVector4
__webglRenderingStrategy?: WebGLStrategy
cameraComponent?: CameraComponent
clearColor: Vector4 = ...
clearDepth: number = 1
clearStencil: number = 0
cullFrontFaceCCW: boolean = true
isDepthTest: boolean = true
isOutputForVr: boolean = false
isVrRendering: boolean = true
toClearColorBuffer: boolean = false
toClearDepthBuffer: boolean = true
toClearStencilBuffer: boolean = false
toRenderEffekseerEffects: boolean = false
toRenderOpaquePrimitives: boolean = true
toRenderTransparentPrimitives: boolean = true
InvalidObjectUID: -1 = -1
__tmp_Vector4_0: MutableVector4 = ...
currentMaxObjectCount: number = 0

Accessors

  • get objectUID(): number
  • get uniqueName(): string

Methods

  • __collectMeshComponents(): void
  • __collectTopLevelSceneGraphComponents(): void
  • __hasMaterialOf(primitive: Primitive): boolean
  • __setupMaterial(material: Material): void
  • clearEntities(): void
  • copyFramebufferToResolveFramebuffer(): void
  • copyFramebufferToResolveFramebuffer2(): void
  • doPreRender(): void
  • getTag(tagName: string): Tag
  • getTagValue(tagName: string): any
  • hasTag(tagName: string): boolean
  • matchTag(tagName: string, tagValue: string): boolean
  • matchTags(tags: RnTags): boolean
  • matchTagsAsFreeStrings(stringArray: string[]): boolean
  • removeFramebuffer(): void
  • removeTag(tagName: string): void
  • Sets the target framebuffer of this render pass. If two or more render pass share a framebuffer, Rhodonite renders entities to the same framebuffer in those render passes.

    Parameters

    Returns void

  • Sets a material for all the primitive on this render pass. For all the primitive, Rhodonite uses this material instead of the material on the primitive. Where if this render pass has a map between primitive and material by setMaterialForPrimitive, Rhodonite uses the material mapped by primitive.

    Parameters

    • material: Material

      A material attaching to the primitive

    Returns void

  • Sets a material for the primitive on this render pass. If Rhodonite draw the primitive using this render pass, Rhodonite uses this material instead of the material on the primitive.

    Parameters

    • material: Material

      A material attaching to the primitive

    • primitive: Primitive

      A target primitive

    Returns void

  • setPreRenderFunction(func: Function): void
  • tryToSetTag(tag: Tag): boolean
  • tryToSetUniqueName(name: string, toAddNameIfConflict: boolean): boolean
  • Try to set a unique name of the entity.

    Parameters

    • name: string
    • toAddNameIfConflict: boolean

      If true, force to add name string to the current unique name string. If false, give up to change name.

    Returns boolean

  • unsetPreRenderFunction(): void
  • validateTagString(val: string): boolean
  • _reset(): void
  • getRnObject(objectUid: number): RnObject
  • getRnObjectByName(uniqueName: string): undefined | RnObject
  • searchByTag(tag: string, value: string): undefined | RnObject

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