StandardMaterial.createBindGroupLayout¶
Summary¶
StandardMaterial.createBindGroupLayout operates on a StandardMaterial runtime object to update state, query data, or manage lifecycle.
Syntax¶
StandardMaterial.createBindGroupLayout(device: GPUDevice): GPUBindGroupLayout
const result = material.createBindGroupLayout(device);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
device |
GPUDevice |
Yes | GPUDevice used to allocate pipelines, buffers, layouts, or textures. |
Returns¶
GPUBindGroupLayout - GPU bind-group layout describing required shader bindings for this object.
Type Details¶
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const material = wgpu.material.standard({ color: [0.8, 0.8, 0.9], roughness: 0.5, metallic: 0.2 });
const device = wgpu.gpu.device;
const result = material.createBindGroupLayout(device);
console.log(result);
See Also¶
- StandardMaterial.alphaCutoff
- StandardMaterial.baseColorTexture
- StandardMaterial.color
- StandardMaterial.emissive
- StandardMaterial.emissiveIntensity
- StandardMaterial.emissiveTexture
- StandardMaterial.getShaderCode
- StandardMaterial.getUniformBufferSize
- StandardMaterial.getUniformData
- StandardMaterial.metallic
- StandardMaterial.metallicRoughnessTexture
- StandardMaterial.normalScale