Small World Engine API Reference - v0.78.00
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    Class HzbOcclusionPassGPU

    Builds this frame's Hierarchical-Z (HZB) depth pyramid and dispatches the occlusion visibility test against it -- see docs/adr/0008-hzb-occlusion-culling-webgpu-only.md. Sits between DepthPrePassGPU (which just finished writing this frame's opaque depth, the pyramid's seed) and MainRenderPass. Only constructed at all when enableOcclusionCulling is set -- WebGPURenderer._buildHzbPyramid()/_dispatchHzbTest() are themselves no-ops otherwise (and for offscreen render targets), so this pass has no logic of its own beyond sequencing the two calls; all the actual GPU resource management lives on the renderer, same as ClusterCullPassGPU/_setViewMatrix().

    Implements

    Index
    name: string = "HzbOcclusionPassGPU"

    Name of the pass for debugging.

    • Executes the pass.

      Parameters

      • renderer: WebGPURenderer

        The renderer executing the pass.

      • scene: Scene

        The scene to render.

      • ce: GPUCommandEncoder

        The command encoder to use.

      • _targetView: GPUTextureView
      • _vp: Float32Array
      • _camPos: Vector3D
      • Optional_vMat: Float32Array<ArrayBufferLike>

      Returns void