Protected_Protected_Protected_The clear color of the renderer.
Protected_Protected_This frame's camera near/far and raw projection matrix, stashed here so flushPostProcess()
(called later, from a pass with no camera parameters of its own) can hand them to HBAO for
reconstructing view-space position from the opaque depth buffer. _frameProjMatrix is also
handed to WebGLRenderPass.execute() as an explicit parameter every frame (see below) for
WebGLClusterCullPass, rather than being a public field passes reach for directly.
Protected_Protected_Protected_Protected_Protected_Cached light data to avoid GC pressure.
Protected_Protected_Protected_Global quality settings.
ProtecteddefaultProtecteddefaultProtecteddefaultProtecteddefaultProtectedglThe global post processing volume/group.
ReadonlytypeThe type of the renderer.
Gets the clear color of the renderer.
Gets the global quality settings of the renderer.
Satisfies Renderer interface
WebGL1 has no depth-texture-capable copy path (no blitFramebuffer, and the
WEBGL_depth_texture extension is unused in this project) -- intentional no-op.
Materials sampling u_opaqueDepthMap fall back to the default (far-depth) texture.
ProtectedcreateDestroys the renderer and releases its resources.
Extracts all lights from the scene for rendering.
The scene to extract lights from.
An object containing all extracted light data.
ProtectedinitInitializes the renderer.
Optionalattributes: Record<string, unknown>Optionalconfig: EngineOptionsProtectedreleaseReleases the GPU geometry buffer, compiled program, and textures this object was referencing, for whichever of those its refCount drops to zero. Called once per removed object per frame; implemented per-renderer since these caches are renderer-specific (each renderer has its own GL context).
Sets the active render target for off-screen rendering. If null, the renderer targets the screen/post-processing buffer.
The target to render into.
Sets the size of the render viewport.
WebGL 1.0 implementation of the renderer.