Renderer · interface
GpuDrivenView
What the pass needs told once a frame, before beginFrame.
Explained in Hello world.
interface GpuDrivenViewimport type { GpuDrivenView } from '@driftengine/core';Properties
| Name | Type | Description |
|---|---|---|
viewProjreadonly | ArrayLike<number> | The camera's view-projection, built the way the forward path builds one. |
eyereadonly | readonly [number, number, number] | |
lightDirreadonly | readonly [number, number, number] | Toward the light, normalised, as Environment.directionalDir is. |
lightColourreadonly | readonly [number, number, number] | |
ambientreadonly | readonly [number, number, number] | |
ambientGroundreadonly | readonly [number, number, number] | |
fogreadonlyoptional | FogOptions | The medium between the camera and everything this pass draws. Absent is no fog at all.MoreAbsent means a density of zero and the medium mode, which makes It is the same expression the forward path fogs with, held to |
lodThresholdreadonly | number | The projected error a cluster may carry before its children are drawn instead, in pixels.MoreLarger keeps coarser clusters and draws fewer triangles. |
fovYreadonly | number | The vertical field of view in radians, which the cut needs to project an error. |
shadowStrengthreadonlyoptional | number | How much of the directional light the shadow map may take away. 0 is off and 1 is the whole
of it.MoreOff is exact rather than nearly: |
timereadonlyoptional | number | The simulation's clock, in seconds, which an animated DriftTexture reads. Never a wall clock: a flipbook read off one would replay differently. Defaults to 0. |
emissiveGainreadonlyoptional | number | The frame's emissive gain and night factor, as Environment carries them. Both default to
1, which is the glow this pipeline drew before it read either.More
|
nightFactorreadonlyoptional | number |