Threepp.GLRenderer¶
OpenGL renderer
The renderer used to render scenes.
Members¶
Constructors¶
Properties¶
- autoClear
- autoClearColor
- autoClearDepth
- autoClearStencil
- sortObjects
- useLegacyLights
- toneMappingExposure
Methods¶
- onBeginScene
- onEndScene
- render
- setClearColor
- setPixelRatio
- setSize
- setSampleCount
- setScissorTest
- setShadowMapEnabled
- setShadowMapType
- setShadowMapAutoUpdate
- setShadowMapNeedsUpdate
- clear
- clearColor
- clearDepth
- clearStencil
- dispose
- resetState
GLRenderer¶
Constructor
Arguments
| Arguments | Default | Description |
|---|---|---|
adaptor |
|
GL context provider (has GLGetProcAddress). |
width |
800 |
Rendering width. |
height |
600 |
Rendering height. |
Description
Constructor
A renderer (device) that draws into a GL context prepared by the host. Pass the host's GL context provider (an object with a GLGetProcAddress property, such as GLESAdaptor from the gles plugin) as the first argument; the renderer obtains the function pointers (getProcAddress) from it and initializes glad. This is the same wiring as the Device of the effekseer / motion plugins.
GLRenderer¶
Constructor
Arguments
| Arguments | Default | Description |
|---|---|---|
width |
800 |
|
height |
600 |
Description
Constructor (legacy form)
Use this form when the caller has already made the GL context current and initialized glad. Creates the renderer headless.
autoClear¶
Property \ Access: r/w
Description
Whether to clear automatically
autoClearColor¶
Property \ Access: r/w
Description
Whether to clear the color buffer automatically
autoClearDepth¶
Property \ Access: r/w
Description
Whether to clear the depth buffer automatically
autoClearStencil¶
Property \ Access: r/w
Description
Whether to clear the stencil buffer automatically
sortObjects¶
Property \ Access: r/w
Description
Whether to sort objects
useLegacyLights¶
Property \ Access: r/w
Description
Legacy lighting (true) or physically correct lighting (false, default)
toneMappingExposure¶
Property \ Access: r/w
Description
Tone mapping exposure
onBeginScene¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
width |
|
Surface width. |
height |
|
Surface height. |
Description
Begins drawing a frame (call while the host GL context is current)
Invalidates the internal state cache and sets the drawing size. Call it inside the adaptor.capture() callback, before render().
onEndScene¶
Method
Description
Ends drawing a frame
Call it after render(). It currently does nothing special, but the call site is reserved for keeping the GL state consistent with the host.
render¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
scene |
|
Scene. |
camera |
|
Camera. |
Description
Renders a scene
setClearColor¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
color |
|
Color (0xRRGGBB). |
alpha |
1 |
Alpha value. |
Description
Sets the clear color
setPixelRatio¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
ratio |
|
Description
Sets the pixel ratio
setSize¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
width |
|
|
height |
|
Description
Sets the size
setSampleCount¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
count |
|
0/1 = disabled; 2/4/8 etc. Default 4. onBeginScene draws into an internal multisample FBO, and onEndScene resolves it and transfers the result to the host FBO. This reduces jagged edges. If the premultiplied alpha at the edges is a concern, correct it on the host side (GLESAdaptor.unpremultiply). |
Description
Sets the number of MSAA (multisample anti-aliasing) samples
setScissorTest¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
enabled |
|
Description
Enables or disables the scissor test
setShadowMapEnabled¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
enabled |
|
Description
Enables or disables shadows (ShadowMap)
true enables shadow map rendering. In addition, the shadow-casting light needs castShadow=true, the receiving meshes need receiveShadow=true, and the shadow-casting meshes need castShadow=true. This also works on the GLES/captured FBO path (depth is rendered into a shadow FBO, and the original render target is restored for the main pass). Example: renderer.setShadowMapEnabled(true); var dir = new Threepp.DirectionalLight(0xffffff, 2.0); dir.setPosition(3, 5, 2); dir.castShadow = true; dir.setShadowOrthoBounds(-6, 6, 6, -6); dir.setShadowNearFar(0.5, 30); scene.add(dir); floor.receiveShadow = true; box.castShadow = true;
setShadowMapType¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
type |
|
Description
0=Basic, 1=PCF (default), 2=PCFSoft, 3=equivalent to VSM
setShadowMapAutoUpdate¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
enabled |
|
Description
Updates shadows every frame (default true)
setShadowMapNeedsUpdate¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
enabled |
|
Description
Updates shadows once when autoUpdate=false
clear¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
color |
true |
|
depth |
true |
|
stencil |
true |
Description
Clears the buffers
clearColor¶
Method
Description
Clears the color buffer
clearDepth¶
Method
Description
Clears the depth buffer
clearStencil¶
Method
Description
Clears the stencil buffer
dispose¶
Method
Description
Releases resources
resetState¶
Method
Description
Resets the state