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Gfx3Manager

jay19240 edited this page Jul 17, 2025 · 7 revisions

Gfx3Manager

Singleton 3D graphics manager.

Constructors

  • new Gfx3Manager(): Gfx3Manager

Methods

  • beginDrawing(): void
  • beginPassRender(viewIndex: number): void
    • viewIndex
  • beginRender(): void
  • changeView(index: number, view: Gfx3View): void
    • index: The index of the view should be changed.
    • view: The view.
  • createCubeMapFromBitmap(bitmaps): Gfx3Texture
    • bitmaps: The list of six bitmaps.
  • createDynamicGroup(pipelineId: string, groupIndex: number, usage: number): Gfx3DynamicGroup
    • pipelineId: The unique identifier of a pipeline.
    • groupIndex: The uniform group index in the shader.
    • usage: The buffer usage type (uniform, storage etc...).
  • createEmptyTexture(width: number, height: number, format: GPUTextureFormat, samplerDescriptor: GPUSamplerDescriptor): Gfx3Texture
  • createRenderingTexture(format: GPUTextureFormat, samplerDescriptor: GPUSamplerDescriptor, width: number, height: number): Gfx3RenderingTexture
    • format
    • samplerDescriptor
    • width
    • height
  • createStaticGroup(pipelineId: string, groupIndex: number, usage: number): Gfx3StaticGroup
    • pipelineId: The unique identifier of a pipeline.
    • groupIndex: The uniform group index in the shader.
    • usage: The buffer usage type (uniform, storage etc...).
  • createTextureFromBitmap(bitmap, is8bit: boolean, samplerDescriptor: GPUSamplerDescriptor): Gfx3Texture
  • createVertexBuffer(size: number): VertexSubBuffer
    • size: The number of vertices.
  • createView(): Gfx3View
  • deletePipeline(id: string): void
    • id: The identifier of the pipeline.
  • destroyVertexBuffer(sub: VertexSubBuffer): void
    • sub: The vertex sub-buffer.
  • endDrawing(): void
  • endPassRender(): void
  • endRender(): void
  • flushVertexBuffers(): void
  • getClientHeight(): number
  • getClientWidth(): number
  • getCommandEncoder(): GPUCommandEncoder
  • getContext(): GPUCanvasContext
  • getCurrentRenderingTexture(): Gfx3RenderingTexture
  • getCurrentView(): Gfx3View
  • getDepthTexture(): Gfx3RenderingTexture
  • getDevice(): GPUDevice
  • getHeight(): number
  • getIdsTexture(): Gfx3RenderingTexture
  • getLastRenderTime(): number
  • getNormalsTexture(): Gfx3RenderingTexture
  • getNumViews(): number
  • getPassEncoder(): GPURenderPassEncoder
  • getPipeline(id: string): GPURenderPipeline
    • id: The identifier of the pipeline.
  • getVertexBuffer(): GPUBuffer
  • getView(index: number): Gfx3View
    • index: The index.
  • getWidth(): number
  • hasFilter(): boolean
  • initialize(): Promise
  • loadPipeline(id: string, vertexShader: string, fragmentShader: string, pipelineDesc: GPURenderPipelineDescriptor): GPURenderPipeline
    • id: A unique identifier for the render pipeline.
    • vertexShader: The code for the vertex shader.
    • fragmentShader: The code for the fragment shader.
    • pipelineDesc: The configuration of the pipeline, such as the vertex and fragment shaders, the color and depth formats, the primitive topology
  • removeView(view: Gfx3View): void
    • view: The view.
  • removeViewAt(index: number): void
    • index: The index of the view.
  • setDestinationTexture(destinationTexture): void
    • destinationTexture: The destination texture.
  • setFilter(filter: string): void
    • filter: The filter parameter is a string that represents the CSS filter property's value. It can be used to apply various visual effects to an element, such as blur, brightness, contrast, grayscale, etc.
  • writeVertexBuffer(sub: VertexSubBuffer, vertices: number[]): void
    • sub: The vertex sub-buffer.
    • vertices: The vertex data.
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