Hilo3d API - v2.0.0
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    Class Renderer<Backend>

    The only public renderer entry point.

    Use Renderer.create() so backend selection and initialization always complete before the renderer is exposed. There is no render-call proxy or additional dispatch in the frame hot path.

    Type Parameters

    Implements

    Index
    backend: Backend
    className: "Renderer"
    clearColor: Color
    createRenderTarget: (parameters: RenderTargetParameters) => RenderTarget
    createStorageBuffer: (
        descriptor: Readonly<StorageBufferDescriptor>,
    ) => StorageBuffer

    Create a WebGPU renderer-owned storage buffer. WebGL 2 rejects this operation.

    destroy: () => void
    domElement: HTMLCanvasElement | null
    forceMaterial: Material | null
    getExtension: (name: string) => object | null

    Explicit opt-in access to a backend extension; unknown names return null.

    getViewport: () => RendererViewport

    Return the viewport that numeric shader semantics use for the active render pass.

    height: number
    isReady: boolean
    lightManager: LightManager
    off: (...args: [type?: string, listener?: EventListener]) => this
    on: (...args: [type: string, listener: EventListener, once?: boolean]) => this
    onInit: (callback: (renderer: this) => void) => void
    pixelRatio: number
    present: (target?: RenderTarget) => void

    Present the first color attachment of a renderer-owned target to the canvas.

    ready: Promise<void>
    releaseGPUResources: () => void
    render: (stage: RendererScene, camera: Camera, fireEvent?: boolean) => void
    renderFrame: (callback: RendererFrameCallback) => void

    Record resource-ready renderer passes in one synchronous backend frame boundary.

    renderInfo: RenderInfo
    renderTarget: RenderTarget | null
    renderToTarget: (
        target: RenderTarget,
        stage: RendererScene,
        camera: Camera,
        fireEvent?: boolean,
    ) => void
    resize: (width: number, height: number, force?: boolean) => void
    resourceManager: RendererResourceManager
    setOffset: (x: number, y: number) => void
    setRenderTarget: (
        ...args: [
            target: RenderTarget
            | null,
            options?: RenderTargetSelectionOptions,
        ],
    ) => this
    supportsTextureCompression: (format: TextureCompressionFormat) => boolean
    useInstanced: boolean
    waitForIdle: () => Promise<void>

    Resolve after all work submitted before this call has completed.

    width: number
    • Parameters

      • value: unknown

      Returns boolean