WasmGPU - v0.4.0
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WasmGPU
Class WasmGPU
Index
Properties
create
Camera
create
Light
geometry
material
Accessors
culling
Stats
gpu
is
Running
Methods
create
Mesh
create
Scene
destroy
load
GLTF
render
run
stop
create
Properties
Readonly
create
Camera
createCamera
:
{
orthographic
:
(
options
?:
{
bottom
?:
number
;
far
?:
number
;
left
?:
number
;
near
?:
number
;
right
?:
number
;
top
?:
number
;
}
,
)
=>
OrthographicCamera
;
perspective
:
(
options
?:
{
aspect
?:
number
;
far
?:
number
;
fov
?:
number
;
near
?:
number
;
}
,
)
=>
PerspectiveCamera
;
}
= ...
Readonly
create
Light
createLight
:
{
ambient
:
(
options
?:
{
color
?:
Color
;
intensity
?:
number
}
,
)
=>
AmbientLight
;
directional
:
(
options
?:
{
color
?:
Color
;
direction
?:
[
number
,
number
,
number
]
;
intensity
?:
number
;
}
,
)
=>
DirectionalLight
;
point
:
(
options
?:
{
color
?:
Color
;
intensity
?:
number
;
position
?:
[
number
,
number
,
number
]
;
range
?:
number
;
}
,
)
=>
PointLight
;
}
= ...
Readonly
geometry
geometry
:
{
box
:
(
width
?:
number
,
height
?:
number
,
depth
?:
number
)
=>
Geometry
;
custom
:
(
descriptor
:
{
indices
?:
Uint32Array
<
ArrayBufferLike
>
;
normals
?:
Float32Array
<
ArrayBufferLike
>
;
positions
:
Float32Array
;
uvs
?:
Float32Array
<
ArrayBufferLike
>
;
}
,
)
=>
Geometry
;
cylinder
:
(
radiusTop
?:
number
,
radiusBottom
?:
number
,
height
?:
number
,
radialSegments
?:
number
,
heightSegments
?:
number
,
openEnded
?:
boolean
,
)
=>
Geometry
;
plane
:
(
width
?:
number
,
height
?:
number
,
widthSegments
?:
number
,
heightSegments
?:
number
,
)
=>
Geometry
;
prism
:
(
radius
?:
number
,
height
?:
number
,
sides
?:
number
)
=>
Geometry
;
pyramid
:
(
baseWidth
?:
number
,
baseDepth
?:
number
,
height
?:
number
,
)
=>
Geometry
;
sphere
:
(
radius
?:
number
,
widthSegments
?:
number
,
heightSegments
?:
number
,
)
=>
Geometry
;
torus
:
(
radius
?:
number
,
tube
?:
number
,
radialSegments
?:
number
,
tubularSegments
?:
number
,
)
=>
Geometry
;
}
= ...
Readonly
material
material
:
{
custom
:
(
options
:
{
fragmentShader
:
string
;
uniforms
?:
Record
<
string
,
{
type
:
"f32"
|
"vec2f"
|
"vec3f"
|
"vec4f"
|
"mat4x4f"
;
value
:
number
|
number
[]
;
}
,
>
;
vertexShader
?:
string
;
}
,
)
=>
CustomMaterial
;
standard
:
(
options
?:
{
color
?:
Color
;
emissive
?:
Color
;
emissiveIntensity
?:
number
;
metallic
?:
number
;
opacity
?:
number
;
roughness
?:
number
;
}
,
)
=>
StandardMaterial
;
unlit
:
(
options
?:
{
color
?:
Color
;
opacity
?:
number
}
)
=>
UnlitMaterial
;
}
= ...
Accessors
culling
Stats
get
cullingStats
()
:
{
tested
:
number
;
visible
:
number
}
Returns
{
tested
:
number
;
visible
:
number
}
gpu
get
gpu
()
:
{
device
:
GPUDevice
;
format
:
GPUTextureFormat
;
queue
:
GPUQueue
}
Returns
{
device
:
GPUDevice
;
format
:
GPUTextureFormat
;
queue
:
GPUQueue
}
is
Running
get
isRunning
()
:
boolean
Returns
boolean
Methods
create
Mesh
createMesh
(
geometry
:
Geometry
,
material
:
Material
)
:
Mesh
Parameters
geometry
:
Geometry
material
:
Material
Returns
Mesh
create
Scene
createScene
(
background
?:
Color
)
:
Scene
Parameters
Optional
background
:
Color
Returns
Scene
destroy
destroy
()
:
void
Returns
void
load
GLTF
loadGLTF
(
source
:
string
|
ArrayBuffer
,
options
?:
GltfOptions
,
)
:
Promise
<
GltfImportResult
>
Parameters
source
:
string
|
ArrayBuffer
options
:
GltfOptions
= {}
Returns
Promise
<
GltfImportResult
>
render
render
(
scene
:
Scene
,
camera
:
Camera
)
:
void
Parameters
scene
:
Scene
camera
:
Camera
Returns
void
run
run
(
callback
:
FrameCallback
)
:
void
Parameters
callback
:
FrameCallback
Returns
void
stop
stop
()
:
void
Returns
void
Static
create
create
(
canvas
:
HTMLCanvasElement
,
descriptor
?:
RendererDescriptor
,
)
:
Promise
<
WasmGPU
>
Parameters
canvas
:
HTMLCanvasElement
descriptor
:
RendererDescriptor
= {}
Returns
Promise
<
WasmGPU
>
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Properties
create
Camera
create
Light
geometry
material
Accessors
culling
Stats
gpu
is
Running
Methods
create
Mesh
create
Scene
destroy
load
GLTF
render
run
stop
create
Source code
Examples (ESM)
Examples (IIFE)
WasmGPU - v0.4.0
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