class.RenderContext
API > RenderContext
Class: RenderContext
The view specific context for rendering and picking.
Remarks
A render context describes a view into which a RenderState can be rendered. It is tightly bound to a HTML canvas and WebGL2RenderingContext. Consequently, it will be disposed if the gl context is lost and recreated when the gl context is restored.
The render context must be initialized with an array of render modules. Unused modules may be removed and custom ones inserted here. Ordering the modules correctly is important as they are rendered in order. The TonemapModule should be last, as it will copy the HDR render buffers into the output canvas to make things visible.
Features such as async picking and shader linking requires poll to be called at regular intervals, e.g. at the start of each frame. Otherwise the promises will never be resolved.
Properties
buffers
buffers:
RenderBuffers
WebGL render and pick buffers
Remarks
Note that these buffers will be recreated whenever the RenderState.output size changes.
Source
@novorender/core3d/context.ts:128
cameraUniforms
readonly
cameraUniforms:WebGLBuffer
WebGL uniform buffer for camera related uniforms.
Source
@novorender/core3d/context.ts:87
canvas
readonly
canvas:HTMLCanvasElement
The HTML canvas used for this context.
Source
@novorender/core3d/context.ts:152
changed
changed:
boolean
=true
Set to true to force a re-render when state not contained in RenderState has changed, e.g. download complete etc.
Source
@novorender/core3d/context.ts:121
clippingUniforms
readonly
clippingUniforms:WebGLBuffer
WebGL uniform buffer for clipping related uniforms.
Source
@novorender/core3d/context.ts:89
commonChunk
readonly
commonChunk:string
WebGL common GLSL code header used across shaders.
Source
@novorender/core3d/context.ts:40
currentState
currentState:
undefined
|DerivedRenderState
RenderState used to make the newest state available during render.
Source
@novorender/core3d/context.ts:118
defaultIBLTextureParams
readonly
defaultIBLTextureParams:TextureParamsCubeUncompressed
WebGL basic fallback IBL textures to use while loading proper IBL textures.
Source
@novorender/core3d/context.ts:42
deviceProfile
readonly
deviceProfile:DeviceProfile
The device profile use for this context.
Source
@novorender/core3d/context.ts:150
gl
readonly
gl:WebGL2RenderingContext
WebGL2 render context associated with this object.
Source
@novorender/core3d/context.ts:38
iblTextures
iblTextures:
object
WebGL textures used for image based lighting (IBL).
Remarks
Note that these buffers will be changed by the background module when download of the specified RenderState.background.url IBL textures completes.
The process to create the textures are similar to that of https://github.com/KhronosGroup/glTF-IBL-Sampler/
Type declaration
iblTextures.default
readonly
default:boolean
True if these are the default IBL textures.
iblTextures.diffuse
readonly
diffuse:WebGLTexture
WebGL cubemap texture containing the irradiance/diffuse values of current IBL environment.
iblTextures.numMipMaps
readonly
numMipMaps:number
mip maps in current specular texture.
iblTextures.specular
readonly
specular:WebGLTexture
WebGL cubemap texture containing the radiance/specular values of current IBL environment.
Source
@novorender/core3d/context.ts:136
imports
readonly
imports:Core3DImports
Imported resources.
Source
@novorender/core3d/context.ts:154
lut_ggx
readonly
lut_ggx:WebGLTexture
WebGL GGX/PBR shading lookup table texture.
Source
@novorender/core3d/context.ts:93
outlineRenderers
outlineRenderers:
WeakMap
\<ReadonlyVec4
,OutlineRenderer
>
Source
@novorender/core3d/context.ts:108
outlineUniforms
readonly
outlineUniforms:WebGLBuffer
WebGL uniform buffer for outline related uniforms.
Source
@novorender/core3d/context.ts:91
prevState
prevState:
undefined
|DerivedRenderState
RenderState used to render the previous frame, if any.
Source
@novorender/core3d/context.ts:114
samplerEnvMip
readonly
samplerEnvMip:WebGLSampler
WebGL Sampler used to sample mip mapped IBL texture trilinear.
Source
@novorender/core3d/context.ts:95
samplerMip
readonly
samplerMip:WebGLSampler
WebGL Sampler used to sample mipmapped texture trilinear.
Source
@novorender/core3d/context.ts:97
samplerMipRepeat
readonly
samplerMipRepeat:WebGLSampler
WebGL Sampler used to sample mipmapped texture trilinear repeating UV.
Source
@novorender/core3d/context.ts:99
samplerSingle
readonly
samplerSingle:WebGLSampler
WebGL Sampler used to sample other, non-mipmapped IBL textures bilinear.
Source
@novorender/core3d/context.ts:101
usePrepass
readonly
usePrepass:false
=false
Source
@novorender/core3d/context.ts:74
wasm
readonly
wasm:WasmInstance
Web assembly instance.
Source
@novorender/core3d/context.ts:44
Accessors
height
get height():
number
Return the current pixel height of the drawing buffer.
Returns
number
Source
@novorender/core3d/context.ts:331
width
get width():
number
Return the current pixel width of the drawing buffer.
Returns
number
Source
@novorender/core3d/context.ts:326
Methods
clearPickBuffers
clearPickBuffers():
void
Returns
void
Source
@novorender/core3d/context.ts:735
dispose
dispose():
void
Dispose of the GPU resources used by this context, effectively destroying it and freeing up memory.
Returns
void
Source
@novorender/core3d/context.ts:306
Remarks
Calling this method is optional as the garbage collection of the underlying WebGL render context will do the same thing. This may take some time, however, so calling this function is recommended if you plan to create a new context shortly thereafter.
getDeviations
getDeviations():
Promise
\<DeviationSample
[] >
scan the pick buffer for deviation values
Returns
Promise
\< DeviationSample
[] >
Return pixel coordinates and deviation values for any deviation on screen
Source
@novorender/core3d/context.ts:799
getLinearDepths
getLinearDepths(
pick
):IterableIterator
\<number
>
Parameters
Parameter | Type |
---|---|
pick | Uint32Array |
Returns
IterableIterator
\< number
>
Source
@novorender/core3d/context.ts:788
getOutlines
getOutlines():
Promise
\<OutlineSample
[] >
scan the pick buffer for pixels from clipping outline
Returns
Promise
\< OutlineSample
[] >
Return pixel coordinates and world position for any clipping outline on screen
Source
@novorender/core3d/context.ts:845
hasStateChanged
hasStateChanged(
state
):boolean
Helper function to check for changes in render state.
Parameters
Parameter | Type | Description |
---|---|---|
state | Partial \< DerivedRenderState > | The parts of the render state to check for changes. |
Returns
boolean
True if any of the specified parts has changed since last frame.
Source
@novorender/core3d/context.ts:407
Remarks
Since the render state is immutable, any changes will automatically trickle up to the container object as well. Thus, this function does a shallow strict equality of the parts of the renderstate specified in the state parameter.
Example
Example of how to check for changes in either camera or output render state.
const {camera, output} = renderState;
if(renderContext.hasStateChanged({camera, output})) {
// update related GPU state here...
}
init
init(
modules
?):Promise
\<void
>
Initialize render context with specified render modules.
Parameters
Parameter | Type |
---|---|
modules ? | readonly RenderModule [] |
Returns
Promise
\< void
>
Source
@novorender/core3d/context.ts:253
Remarks
The default/built-in render modules can be retrieved using createDefaultModules. These will be used if no modules are specified. Developers may introduce their own render modules here. Note that the order of the modules matters, as this is the order by which they will be rendered.
isContextLost
isContextLost():
boolean
Query whether the underlying WebGL render context is currently lost.
Returns
boolean
Source
@novorender/core3d/context.ts:347
Remarks
This could occur when too many resources are allocated or when browser window is dragged across screens. Loss and restoration of WebGL contexts is supported by this API automatically.
isPickBuffersValid
isPickBuffersValid():
boolean
Query if pick buffers are valid.
Returns
boolean
Source
@novorender/core3d/context.ts:338
Remarks
This could be useful for optimistic/non-async picking.
makeProgramAsync
makeProgramAsync(
resourceBin
,params
):Promise
\<WebGLProgram
>
Compile WebGL/GLSL shader program asynchronously.
Parameters
Parameter | Type |
---|---|
resourceBin | ResourceBin |
params | AsyncProgramParams |
Returns
Promise
\< WebGLProgram
>
Source
@novorender/core3d/context.ts:427
pick
pick(
x
,y
,options
?):Promise
\<PickSample
[] >
Pick information about underlying object and geometry.
Parameters
Parameter | Type | Description |
---|---|---|
x | number | Center x coordinate in CSS pixels. |
y | number | Center y coordinate in CSS pixels. |
options ? | PickOptions | More details of pick operation. |
Returns
Promise
\< PickSample
[] >
A set of pick samples of the specified sample disc.
Source
@novorender/core3d/context.ts:1034
poll
poll():
void
Poll the status of WebGL pick fences and timers and resolve associated promises when possible.
Returns
void
Source
@novorender/core3d/context.ts:533
render
render(
state
):Promise
\<RenderStatistics
>
Render a new frame using the specified render state.
Parameters
Parameter | Type | Description |
---|---|---|
state | RenderState | An object describing what the frame should look like. |
Returns
Promise
\< RenderStatistics
>
A promise to the performance related statistics involved in rendering this frame.
Source
@novorender/core3d/context.ts:582
renderPickBuffers
renderPickBuffers():
void
Returns
void
Source
@novorender/core3d/context.ts:740
resourceBin
resourceBin(
name
):ResourceBin
Create a new named resource bin.
Parameters
Parameter | Type |
---|---|
name | string |
Returns
ResourceBin
Source
@novorender/core3d/context.ts:422
setPolygonFillMode
setPolygonFillMode(
mode
):void
Parameters
Parameter | Type |
---|---|
mode | "FILL" | "LINE" |
Returns
void
Source
@novorender/core3d/context.ts:1070
updateIBLTextures
updateIBLTextures(
params
):void
Explicitly update WebGL IBL textures from specified parameters.
Parameters
Parameter | Type |
---|---|
params | null | {diffuse : TextureParamsCubeUncompressed ;specular : TextureParamsCubeUncompressedMipMapped ;} |
Returns
void
Source
@novorender/core3d/context.ts:370
updateUniformBuffer
updateUniformBuffer(
uniformBuffer
,proxy
):void
Helper function to update WebGL uniform buffer from proxies.
Parameters
Parameter | Type |
---|---|
uniformBuffer | WebGLBuffer |
proxy | UniformsProxy |
Returns
void
Source
@novorender/core3d/context.ts:361
nextFrame
static
nextFrame(context
):Promise
\<number
>
Wait for the next frame to be ready for rendering.
Parameters
Parameter | Type | Description |
---|---|---|
context | undefined | RenderContext | render context to wait for, if any. |
Returns
Promise
\< number
>
Source
@novorender/core3d/context.ts:561
Remarks
Use this function instead of requestAnimationFrame()!