Protected_activeCubeFace
_activeCubeFace: number = 0
Protected_activeRenderTarget
Protected_adapter
_adapter: GPUAdapter | undefined = undefined
_areaLightBuffer
_areaLightBuffer: GPUBuffer
Protected_blackCubeTexView
_blackCubeTexView: GPUTextureView
_blackTexView
_blackTexView: GPUTextureView
_bloomTextureView
_bloomTextureView: GPUTextureView | undefined = undefined
_context
_context: GPUCanvasContext
Protected_cubeTextureViewCache
_cubeTextureViewCache: Map<CubeTexture, GPUTextureView> = ... Protected_defaultBrdfTexView
_defaultBrdfTexView: GPUTextureView
Protected_defaultCubeTexView
_defaultCubeTexView: GPUTextureView
_depthTexture
_depthTexture: GPUTexture
_device
_device: GPUDevice | undefined = undefined
Protected_dummyBufferSize
_dummyBufferSize: number = 0
Protected_dummyNormalBuffer
_dummyNormalBuffer: GPUBuffer
Protected_dummyTangentBuffer
_dummyTangentBuffer: GPUBuffer
Protected_dummyUvBuffer
_dummyUvBuffer: GPUBuffer
Protected_flatNormalTexView
_flatNormalTexView: GPUTextureView
_format: GPUTextureFormat
Protected_frameCount
_frameCount: number = 0
_globalBGL
_globalBGL: GPUBindGroupLayout
_globalBindGroup
_globalBindGroup: GPUBindGroup
_globalUniformBuffer: GPUBuffer
Protected_gpuInstanceBuffers
_hdrTexture
_hdrTexture: GPUTexture | undefined = undefined
_hdrTextureView
_hdrTextureView: GPUTextureView | undefined = undefined
_materialBGL
_materialBGL: GPUBindGroupLayout
Protected_materialBindGroups
_materialBindGroups: Map<string, { bg: GPUBindGroup; resources: unknown[] }> = ...
_objectBGL
_objectBGL: GPUBindGroupLayout
_objectUniformBuffers: Map<
string,
{ buffer: GPUBuffer; lastFrame: number; objBg?: GPUBindGroup },
> = ...
Protected_opaqueTextures
_opaqueTextures: WeakMap<
object,
{ height: number; tex: GPUTexture; view: GPUTextureView; width: number },
> = ...
Optional_opaqueTextureView
_opaqueTextureView?: GPUTextureView
Protected_passes
_passes: RenderPass[] = []
_pointLightBuffer
_pointLightBuffer: GPUBuffer
Protected_renderTargetCubeTextures
_renderTargetCubeTextures: Map< RenderTargetCube, { cubeView: GPUTextureView; depth?: GPUTexture; depthView?: GPUTextureView; faceViews: GPUTextureView[]; tex: GPUTexture; },> = ... Protected_renderTargetTextures
_renderTargetTextures: Map< RenderTarget, { depth?: GPUTexture; depthView?: GPUTextureView; tex: GPUTexture; view: GPUTextureView; },> = ... Protected_samplerCache
_samplerCache: Map<string, GPUSampler> = ...
Protected_scratchAreaLightData
_scratchAreaLightData: Float32Array<ArrayBuffer> = ...
Protected_scratchColorArray
_scratchColorArray: Float32Array<ArrayBuffer> = ...
Protected_scratchGlobalBufferData
_scratchGlobalBufferData: Float32Array<ArrayBuffer> = ...
Protected_scratchModelMatrix
_scratchModelMatrix: Float32Array<ArrayBuffer> = ...
Protected_scratchObjBufferData
_scratchObjBufferData: Float32Array<ArrayBuffer> = ...
Protected_scratchPointLightData
_scratchPointLightData: Float32Array<ArrayBuffer> = ...
Protected_scratchSpotLightData
_scratchSpotLightData: Float32Array<ArrayBuffer> = ...
_scratchUniformValues: Record<string, unknown> = {}
Protected Optional_screenOpaqueTexture
_screenOpaqueTexture?: {
height: number;
tex: GPUTexture;
view: GPUTextureView;
width: number;
}
Protected_shaderModules
_shaderModules: Map<string, GPUShaderModule> = ...
_spotLightBuffer
_spotLightBuffer: GPUBuffer
Protected_textureViewCache
_textureViewCache: Map<Texture, GPUTextureView> = ... _whiteTexView
_whiteTexView: GPUTextureView
Modern WebGPU implementation with dynamic vertex updates and memory management.