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@aidinabedi/playcanvas

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PlayCanvas WebGL game engine

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<!doctype html> <html lang="en"> <head> <title>pc.GraphicsDevice | PlayCanvas API Reference</title> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <link rel="icon" type="image/png" href="images/playcanvas-favicon.png"> <link href="styles/styles.css" rel="stylesheet"> <link href="styles/playcanvas-theme.css" rel="stylesheet"> <script src="scripts/interface.js"></script> <script src="scripts/highlight.min.js"></script> <script>hljs.initHighlightingOnLoad();</script> </head> <body> <header> <nav class="header-width"> <a href="/" class="header-title"><img src="images/playcanvas-manual.png"></a> <ul class="header-menu"> <li class="user-manual"><a href="https://developer.playcanvas.com/en/user-manual/">User Manual</a></li> <li class="tutorials"><a href="https://developer.playcanvas.com/en/tutorials">Tutorials</a></li> <li class="forum"><a href="https://forum.playcanvas.com/" target="_blank">Forum</a></li> <li class="api active"><a href="/api/">API Reference</a></li> </ul> </nav> <div class="header-content header-page header-width"> <h1><span class="font-icon">&#58195;</span>API Reference</h1> <input id="search" class="search" type="text" placeholder="Search"></input> </div> </header> <div class="container content-width"> <nav class="sidebar"> <div class="sidebarFilter"> <input id="filter-input" type="text" placeholder="Filter"> </div> <ul> <li id="nav-pc"><a href="pc.html">pc</a></li> <li id="nav-pc.callbacks"><a href="pc.callbacks.html">pc.callbacks</a></li> <li id="nav-pc.guid"><a href="pc.guid.html">pc.guid</a></li> <li id="nav-pc.math"><a href="pc.math.html">pc.math</a></li> <li id="nav-pc.path"><a href="pc.path.html">pc.path</a></li> <li id="nav-pc.platform"><a href="pc.platform.html">pc.platform</a></li> <li id="nav-pc.script"><a href="pc.script.html">pc.script</a></li> <li id="nav-pc.string"><a href="pc.string.html">pc.string</a></li> <li id="nav-pc.Animation"><a href="pc.Animation.html">Animation</a></li> <li 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href="pc.ScopeId.html">ScopeId</a></li> <li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li> <li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li> <li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li> <li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li> <li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li> <li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li> <li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li> <li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li> <li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li> <li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li> <li 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id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li> <li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li> <li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li> <li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li> <li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li> <li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li> <li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li> <li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li> <li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li> <li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li> <li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li> <li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li> <li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li> <li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li> <li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li> <li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li> <li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li> <li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li> <li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li> <li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li> <li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li> <li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li> <li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li> <li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li> <li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li> <li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li> <li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li> <li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li> <li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li> <li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li> <li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li> <li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li> </ul> </nav> <div class='sidebarToggle'><span></span>Class List</div> <main class="cls"> <h1>pc.GraphicsDevice</h1> <p class="extends">Extends: <a href="pc.EventHandler.html">pc.EventHandler</a></p> <p><p>The graphics device manages the underlying graphics context. It is responsible for submitting render state changes and graphics primitives to the hardware. A graphics device is tied to a specific canvas HTML element. It is valid to have more than one canvas element per page and create a new graphics device against each.</p></p> <!-- summary --> <h1>Summary</h1> <!--type definitions--> <!--static properties--> <!--static methods--> <!--properties--> <h3>Properties</h3> <table class="properties"> <tr> <td><a href="#canvas">canvas</a></td><td><p>The canvas DOM element that provides the underlying WebGL context used by the graphics device.</td> </tr> <tr> <td><a href="#fullscreen">fullscreen</a></td><td><p>Fullscreen mode.</td> </tr> <tr> <td><a href="#height">height</a></td><td><p>Height of the back buffer in pixels.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#maxAnisotropy">maxAnisotropy</a></td><td><p>The maximum supported texture anisotropy setting.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#maxCubeMapSize">maxCubeMapSize</a></td><td><p>The maximum supported dimension of a cube map.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#maxPixelRatio">maxPixelRatio</a></td><td><p>Maximum pixel ratio.</td> </tr> <tr> <td><a href="#maxTextureSize">maxTextureSize</a></td><td><p>The maximum supported dimension of a texture.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#maxVolumeSize">maxVolumeSize</a></td><td><p>The maximum supported dimension of a 3D texture (any axis).<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#precision">precision</a></td><td><p>The highest shader precision supported by this graphics device.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#scope">scope</a></td><td><p>The scope namespace for shader attributes and variables.</td> </tr> <tr> <td><a href="#supportsInstancing">supportsInstancing</a></td><td><p>True if hardware instancing is supported.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#textureFloatHighPrecision">textureFloatHighPrecision</a></td><td><p>Check if high precision floating-point textures are supported.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#textureFloatRenderable">textureFloatRenderable</a></td><td><p>Determines if 32-bit floating-point textures can be used as frame buffer.</td> </tr> <tr> <td><a href="#textureHalfFloatRenderable">textureHalfFloatRenderable</a></td><td><p>Determines if 16-bit floating-point textures can be used as frame buffer.</td> </tr> <tr> <td><a href="#width">width</a></td><td><p>Width of the back buffer in pixels.<span class='readonly'>[read only]</span></td> </tr> </table> <!--methods--> <h3>Methods</h3> <table class="properties"> <tr> <td><a href="#clear">clear</a></td><td><p>Clears the frame buffer of the currently set render target.</td> </tr> <tr> <td><a href="#clearShaderCache">clearShaderCache</a></td><td><p>Frees memory from all shaders ever allocated with this device.</td> </tr> <tr> <td><a href="#draw">draw</a></td><td><p>Submits a graphical primitive to the hardware for immediate rendering.</td> </tr> <tr> <td><a href="#getBlending">getBlending</a></td><td><p>Queries whether blending is enabled.</td> </tr> <tr> <td><a href="#getDepthTest">getDepthTest</a></td><td><p>Queries whether depth testing is enabled.</td> </tr> <tr> <td><a href="#getDepthWrite">getDepthWrite</a></td><td><p>Queries whether writes to the depth buffer are enabled.</td> </tr> <tr> <td><a href="#getRenderTarget">getRenderTarget</a></td><td><p>Queries the currently set render target on the device.</td> </tr> <tr> <td><a href="#resizeCanvas">resizeCanvas</a></td><td><p>Sets the width and height of the canvas, then fires the 'resizecanvas' event.</td> </tr> <tr> <td><a href="#setBlendEquation">setBlendEquation</a></td><td><p>Configures the blending equation.</td> </tr> <tr> <td><a href="#setBlendEquationSeparate">setBlendEquationSeparate</a></td><td><p>Configures the blending equation.</td> </tr> <tr> <td><a href="#setBlendFunction">setBlendFunction</a></td><td><p>Configures blending operations.</td> </tr> <tr> <td><a href="#setBlendFunctionSeparate">setBlendFunctionSeparate</a></td><td><p>Configures blending operations.</td> </tr> <tr> <td><a href="#setBlending">setBlending</a></td><td><p>Enables or disables blending.</td> </tr> <tr> <td><a href="#setColorWrite">setColorWrite</a></td><td><p>Enables or disables writes to the color buffer.</td> </tr> <tr> <td><a href="#setCullMode">setCullMode</a></td><td><p>Controls how triangles are culled based on their face direction.</td> </tr> <tr> <td><a href="#setDepthFunc">setDepthFunc</a></td><td><p>Configures the depth test.</td> </tr> <tr> <td><a href="#setDepthTest">setDepthTest</a></td><td><p>Enables or disables depth testing of fragments.</td> </tr> <tr> <td><a href="#setDepthWrite">setDepthWrite</a></td><td><p>Enables or disables writes to the depth buffer.</td> </tr> <tr> <td><a href="#setIndexBuffer">setIndexBuffer</a></td><td><p>Sets the current index buffer on the graphics device.</td> </tr> <tr> <td><a href="#setRenderTarget">setRenderTarget</a></td><td><p>Sets the specified render target on the device.</td> </tr> <tr> <td><a href="#setScissor">setScissor</a></td><td><p>Set the active scissor rectangle on the specified device.</td> </tr> <tr> <td><a href="#setShader">setShader</a></td><td><p>Sets the active shader to be used during subsequent draw calls.</td> </tr> <tr> <td><a href="#setStencilFunc">setStencilFunc</a></td><td><p>Configures stencil test for both front and back faces.</td> </tr> <tr> <td><a href="#setStencilFuncBack">setStencilFuncBack</a></td><td><p>Configures stencil test for back faces.</td> </tr> <tr> <td><a href="#setStencilFuncFront">setStencilFuncFront</a></td><td><p>Configures stencil test for front faces.</td> </tr> <tr> <td><a href="#setStencilOperation">setStencilOperation</a></td><td><p>Configures how stencil buffer values should be modified based on the result of depth/stencil tests.</td> </tr> <tr> <td><a href="#setStencilOperationBack">setStencilOperationBack</a></td><td><p>Configures how stencil buffer values should be modified based on the result of depth/stencil tests.</td> </tr> <tr> <td><a href="#setStencilOperationFront">setStencilOperationFront</a></td><td><p>Configures how stencil buffer values should be modified based on the result of depth/stencil tests.</td> </tr> <tr> <td><a href="#setStencilTest">setStencilTest</a></td><td><p>Enables or disables stencil test.</td> </tr> <tr> <td><a href="#setVertexBuffer">setVertexBuffer</a></td><td><p>Sets the current vertex buffer for a specific stream index on the graphics device.</td> </tr> <tr> <td><a href="#setViewport">setViewport</a></td><td><p>Set the active rectangle for rendering on the specified device.</td> </tr> <tr> <td><a href="#updateBegin">updateBegin</a></td><td><p>Marks the beginning of a block of rendering.</td> </tr> <tr> <td><a href="#updateEnd">updateEnd</a></td><td><p>Marks the end of a block of rendering.</td> </tr> </table> <!--events--> <h3>Events</h3> <table class="properties"> <tr> <td><a href="#event:resizecanvas">resizecanvas</a></td><td><p>The 'resizecanvas' event is fired when the canvas is resized.</td> </tr> </table> <h2>Inherited</h2> <!--inherited methods--> <!--inherited properties--> <!--inherited static methods--> <h3>Methods</h3> <table class="properties"> <tr> <td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td> </tr> <tr> <td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td> </tr> <tr> <td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td> </tr> <tr> <td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td> </tr> <tr> <td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td> </tr> </table> <!--inherited events--> <h1>Details</h1> <!--type definitions--> <!--static members--> <!--static methods--> <h2>Constructor</h2> <!-- Constructor --> <div id="GraphicsDevice"> <h3 class="methodname">GraphicsDevice(canvas, [options]) <a class="font-icon" href="#GraphicsDevice">&#58216;</a></h3> <p><p>Creates a new graphics device.</p></p> <h4>Parameters</h4> <table> <tr> <td>canvas</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement">HTMLCanvasElement</a></td><td><p>The canvas to which the graphics device will render.</p></td> </tr> <tr> <td>options</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Options passed when creating the WebGL context. More info <a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext">here</a>.</p></td> </tr> </table> </div> <!--properties--> <h2>Properties</h2> <div id="canvas"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement">HTMLCanvasElement</a></span><span class="property">canvas <a class="font-icon" href="#canvas">&#58216;</a></span> <p><p>The canvas DOM element that provides the underlying WebGL context used by the graphics device.</p></p> </div> <div id="fullscreen"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">fullscreen <a class="font-icon" href="#fullscreen">&#58216;</a></span> <p><p>Fullscreen mode.</p></p> </div> <div id="height"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">height <a class="font-icon" href="#height">&#58216;</a></span> <p><p>Height of the back buffer in pixels.</p><span class='readonly'>[read only]</span></p> </div> <div id="maxAnisotropy"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">maxAnisotropy <a class="font-icon" href="#maxAnisotropy">&#58216;</a></span> <p><p>The maximum supported texture anisotropy setting.</p><span class='readonly'>[read only]</span></p> </div> <div id="maxCubeMapSize"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">maxCubeMapSize <a class="font-icon" href="#maxCubeMapSize">&#58216;</a></span> <p><p>The maximum supported dimension of a cube map.</p><span class='readonly'>[read only]</span></p> </div> <div id="maxPixelRatio"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">maxPixelRatio <a class="font-icon" href="#maxPixelRatio">&#58216;</a></span> <p><p>Maximum pixel ratio.</p></p> </div> <div id="maxTextureSize"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">maxTextureSize <a class="font-icon" href="#maxTextureSize">&#58216;</a></span> <p><p>The maximum supported dimension of a texture.</p><span class='readonly'>[read only]</span></p> </div> <div id="maxVolumeSize"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">maxVolumeSize <a class="font-icon" href="#maxVolumeSize">&#58216;</a></span> <p><p>The maximum supported dimension of a 3D texture (any axis).</p><span class='readonly'>[read only]</span></p> </div> <div id="precision"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">precision <a class="font-icon" href="#precision">&#58216;</a></span> <p><p>The highest shader precision supported by this graphics device. Can be 'hiphp', 'mediump' or 'lowp'.</p><span class='readonly'>[read only]</span></p> </div> <div id="scope"> <span class="property"><a href="pc.ScopeSpace.html">pc.ScopeSpace</a></span><span class="property">scope <a class="font-icon" href="#scope">&#58216;</a></span> <p><p>The scope namespace for shader attributes and variables. [read only].</p></p> </div> <div id="supportsInstancing"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">supportsInstancing <a class="font-icon" href="#supportsInstancing">&#58216;</a></span> <p><p>True if hardware instancing is supported.</p><span class='readonly'>[read only]</span></p> </div> <div id="textureFloatHighPrecision"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">textureFloatHighPrecision <a class="font-icon" href="#textureFloatHighPrecision">&#58216;</a></span> <p><p>Check if high precision floating-point textures are supported.</p><span class='readonly'>[read only]</span></p> </div> <div id="textureFloatRenderable"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">textureFloatRenderable <a class="font-icon" href="#textureFloatRenderable">&#58216;</a></span> <p><p>Determines if 32-bit floating-point textures can be used as frame buffer. [read only].</p></p> </div> <div id="textureHalfFloatRenderable"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">textureHalfFloatRenderable <a class="font-icon" href="#textureHalfFloatRenderable">&#58216;</a></span> <p><p>Determines if 16-bit floating-point textures can be used as frame buffer. [read only].</p></p> </div> <div id="width"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">width <a class="font-icon" href="#width">&#58216;</a></span> <p><p>Width of the back buffer in pixels.</p><span class='readonly'>[read only]</span></p> </div> <!--methods--> <h2>Methods</h2> <div id="clear"> <h3 class="methodname">clear(options) <a class="font-icon" href="#clear">&#58216;</a></h3> <p><p>Clears the frame buffer of the currently set render target.</p></p> <pre><code class="javascript">// Clear color buffer to black and depth buffer to 1.0 device.clear(); // Clear just the color buffer to red device.clear({ color: [1, 0, 0, 1], flags: pc.CLEARFLAG_COLOR }); // Clear color buffer to yellow and depth to 1.0 device.clear({ color: [1, 1, 0, 1], depth: 1.0, flags: pc.CLEARFLAG_COLOR | pc.CLEARFLAG_DEPTH });</code></pre> <h4>Parameters</h4> <table> <tr> <td>options</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Optional options object that controls the behavior of the clear operation defined as follows:</p></td> </tr> <tr> <td>options.color</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number[]</a></td><td><p>The color to clear the color buffer to in the range 0.0 to 1.0 for each component.</p></td> </tr> <tr> <td>options.depth</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The depth value to clear the depth buffer to in the range 0.0 to 1.0.</p></td> </tr> <tr> <td>options.flags</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The buffers to clear (the types being color, depth and stencil). Can be any bitwise combination of:</p> <ul> <li>pc.CLEARFLAG_COLOR</li> <li>pc.CLEARFLAG_DEPTH</li> <li>pc.CLEARFLAG_STENCIL</li> </ul></td> </tr> </table> </div> <div id="clearShaderCache"> <h3 class="methodname">clearShaderCache() <a class="font-icon" href="#clearShaderCache">&#58216;</a></h3> <p><p>Frees memory from all shaders ever allocated with this device.</p></p> </div> <div id="draw"> <h3 class="methodname">draw(primitive, [numInstances]) <a class="font-icon" href="#draw">&#58216;</a></h3> <p><p>Submits a graphical primitive to the hardware for immediate rendering.</p></p> <pre><code class="javascript">// Render a single, unindexed triangle device.draw({ type: pc.PRIMITIVE_TRIANGLES, base: 0, count: 3, indexed: false });</code></pre> <h4>Parameters</h4> <table> <tr> <td>primitive</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Primitive object describing how to submit current vertex/index buffers defined as follows:</p></td> </tr> <tr> <td>primitive.type</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The type of primitive to render. Can be:</p> <ul> <li><a href="pc.html#PRIMITIVE_POINTS">pc.PRIMITIVE_POINTS</a></li> <li><a href="pc.html#PRIMITIVE_LINES">pc.PRIMITIVE_LINES</a></li> <li><a href="pc.html#PRIMITIVE_LINELOOP">pc.PRIMITIVE_LINELOOP</a></li> <li><a href="pc.html#PRIMITIVE_LINESTRIP">pc.PRIMITIVE_LINESTRIP</a></li> <li><a href="pc.html#PRIMITIVE_TRIANGLES">pc.PRIMITIVE_TRIANGLES</a></li> <li><a href="pc.html#PRIMITIVE_TRISTRIP">pc.PRIMITIVE_TRISTRIP</a></li> <li><a href="pc.html#PRIMITIVE_TRIFAN">pc.PRIMITIVE_TRIFAN</a></li> </ul></td> </tr> <tr> <td>primitive.base</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The offset of the first index or vertex to dispatch in the draw call.</p></td> </tr> <tr> <td>primitive.count</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The number of indices or vertices to dispatch in the draw call.</p></td> </tr> <tr> <td>primitive.indexed</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>True to interpret the primitive as indexed, thereby using the currently set index buffer and false otherwise.</p></td> </tr> <tr> <td>numInstances</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The number of instances to render when using ANGLE_instanced_arrays. Defaults to 1.</p></td> </tr> </table> </div> <div id="getBlending"> <h3 class="methodname">getBlending() <a class="font-icon" href="#getBlending">&#58216;</a></h3> <p><p>Queries whether blending is enabled.</p></p> <h4>Returns</h4> <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if blending is enabled and false otherwise.</p> </div> <div id="getDepthTest"> <h3 class="methodname">getDepthTest() <a class="font-icon" href="#getDepthTest">&#58216;</a></h3> <p><p>Queries whether depth testing is enabled.</p></p> <pre><code class="javascript">var depthTest = device.getDepthTest(); console.log('Depth testing is ' + depthTest ? 'enabled' : 'disabled');</code></pre> <h4>Returns</h4> <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if depth testing is enabled and false otherwise.</p> </div> <div id="getDepthWrite"> <h3 class="methodname">getDepthWrite() <a class="font-icon" href="#getDepthWrite">&#58216;</a></h3> <p><p>Queries whether writes to the depth buffer are enabled.</p></p> <pre><code class="javascript">var depthWrite = device.getDepthWrite(); console.log('Depth writing is ' + depthWrite ? 'enabled' : 'disabled');</code></pre> <h4>Returns</h4> <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if depth writing is enabled and false otherwise.</p> </div> <div id="getRenderTarget"> <h3 class="methodname">getRenderTarget() <a class="font-icon" href="#getRenderTarget">&#58216;</a></h3> <p><p>Queries the currently set render target on the device.</p></p> <pre><code class="javascript">// Get the current render target var renderTarget = device.getRenderTarget();</code></pre> <h4>Returns</h4> <a href="pc.RenderTarget.html">pc.RenderTarget</a> <p>The current render target.</p> </div> <div id="resizeCanvas"> <h3 class="methodname">resizeCanvas(width, height) <a class="font-icon" href="#resizeCanvas">&#58216;</a></h3> <p><p>Sets the width and height of the canvas, then fires the 'resizecanvas' event. Note that the specified width and height values will be multiplied by the value of <a href="pc.GraphicsDevice.html#maxPixelRatio">pc.GraphicsDevice#maxPixelRatio</a> to give the final resultant width and height for the canvas.</p></p> <h4>Parameters</h4> <table> <tr> <td>width</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The new width of the canvas.</p></td> </tr> <tr> <td>height</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The new height of the canvas.</p></td> </tr> </table> </div> <div id="setBlendEquation"> <h3 class="methodname">setBlendEquation(blendEquation) <a class="font-icon" href="#setBlendEquation">&#58216;</a></h3> <p><p>Configures the blending equation. The default blend equation is pc.BLENDEQUATION_ADD.</p></p> <h4>Parameters</h4> <table> <tr> <td>blendEquation</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The blend equation. Can be:</p> <ul> <li><a href="pc.html#BLENDEQUATION_ADD">pc.BLENDEQUATION_ADD</a></li> <li><a href="pc.html#BLENDEQUATION_SUBTRACT">pc.BLENDEQUATION_SUBTRACT</a></li> <li><a href="pc.html#BLENDEQUATION_REVERSE_SUBTRACT">pc.BLENDEQUATION_REVERSE_SUBTRACT</a></li> <li><a href="pc.html#BLENDEQUATION_MIN">pc.BLENDEQUATION_MIN</a></li> <li><a href="pc.html#BLENDEQUATION_MAX">pc.BLENDEQUATION_MAX</a></li> </ul> <p>Note that MIN and MAX modes require either EXT_blend_minmax or WebGL2 to work (check device.extBlendMinmax).</p></td> </tr> </table> </div> <div id="setBlendEquationSeparate"> <h3 class="methodname">setBlendEquationSeparate(blendEquation, blendAlphaEquation) <a class="font-icon" href="#setBlendEquationSeparate">&#58216;</a></h3> <p><p>Configures the blending equation. The default blend equation is pc.BLENDEQUATION_ADD.</p></p> <h4>Parameters</h4> <table> <tr> <td>blendEquation</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The blend equation. Can be:</p> <ul> <li><a href="pc.html#BLENDEQUATION_ADD">pc.BLENDEQUATION_ADD</a></li> <li><a href="pc.html#BLENDEQUATION_SUBTRACT">pc.BLENDEQUATION_SUBTRACT</a></li> <li><a href="pc.html#BLENDEQUATION_REVERSE_SUBTRACT">pc.BLENDEQUATION_REVERSE_SUBTRACT</a></li> <li><a href="pc.html#BLENDEQUATION_MIN">pc.BLENDEQUATION_MIN</a></li> <li><a href="pc.html#BLENDEQUATION_MAX">pc.BLENDEQUATION_MAX</a></li> </ul> <p>Note that MIN and MAX modes require either EXT_blend_minmax or WebGL2 to work (check device.extBlendMinmax).</p></td> </tr> <tr> <td>blendAlphaEquation</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>A separate blend equation for the alpha channel. Accepts same values as blendEquation.</p></td> </tr> </table> </div> <div id="setBlendFunction"> <h3 class="methodname">setBlendFunction(blendSrc, blendDst) <a class="font-icon" href="#setBlendFunction">&#58216;</a></h3> <p><p>Configures blending operations. Both source and destination blend modes can take the following values:</p> <ul> <li><a href="pc.html#BLENDMODE_ZERO">pc.BLENDMODE_ZERO</a></li> <li><a href="pc.html#BLENDMODE_ONE">pc.BLENDMODE_ONE</a></li> <li><a href="pc.html#BLENDMODE_SRC_COLOR">pc.BLENDMODE_SRC_COLOR</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_SRC_COLOR">pc.BLENDMODE_ONE_MINUS_SRC_COLOR</a></li> <li><a href="pc.html#BLENDMODE_DST_COLOR">pc.BLENDMODE_DST_COLOR</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_DST_COLOR">pc.BLENDMODE_ONE_MINUS_DST_COLOR</a></li> <li><a href="pc.html#BLENDMODE_SRC_ALPHA">pc.BLENDMODE_SRC_ALPHA</a></li> <li><a href="pc.html#BLENDMODE_SRC_ALPHA_SATURATE">pc.BLENDMODE_SRC_ALPHA_SATURATE</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_SRC_ALPHA">pc.BLENDMODE_ONE_MINUS_SRC_ALPHA</a></li> <li><a href="pc.html#BLENDMODE_DST_ALPHA">pc.BLENDMODE_DST_ALPHA</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_DST_ALPHA">pc.BLENDMODE_ONE_MINUS_DST_ALPHA</a></li> </ul></p> <h4>Parameters</h4> <table> <tr> <td>blendSrc</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The source blend function.</p></td> </tr> <tr> <td>blendDst</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The destination blend function.</p></td> </tr> </table> </div> <div id="setBlendFunctionSeparate"> <h3 class="methodname">setBlendFunctionSeparate(blendSrc, blendDst, blendSrcAlpha, blendDstAlpha) <a class="font-icon" href="#setBlendFunctionSeparate">&#58216;</a></h3> <p><p>Configures blending operations. Both source and destination blend modes can take the following values:</p> <ul> <li><a href="pc.html#BLENDMODE_ZERO">pc.BLENDMODE_ZERO</a></li> <li><a href="pc.html#BLENDMODE_ONE">pc.BLENDMODE_ONE</a></li> <li><a href="pc.html#BLENDMODE_SRC_COLOR">pc.BLENDMODE_SRC_COLOR</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_SRC_COLOR">pc.BLENDMODE_ONE_MINUS_SRC_COLOR</a></li> <li><a href="pc.html#BLENDMODE_DST_COLOR">pc.BLENDMODE_DST_COLOR</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_DST_COLOR">pc.BLENDMODE_ONE_MINUS_DST_COLOR</a></li> <li><a href="pc.html#BLENDMODE_SRC_ALPHA">pc.BLENDMODE_SRC_ALPHA</a></li> <li><a href="pc.html#BLENDMODE_SRC_ALPHA_SATURATE">pc.BLENDMODE_SRC_ALPHA_SATURATE</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_SRC_ALPHA">pc.BLENDMODE_ONE_MINUS_SRC_ALPHA</a></li> <li><a href="pc.html#BLENDMODE_DST_ALPHA">pc.BLENDMODE_DST_ALPHA</a></li> <li><a href="pc.html#BLENDMODE_ONE_MINUS_DST_ALPHA">pc.BLENDMODE_ONE_MINUS_DST_ALPHA</a></li> </ul></p> <h4>Parameters</h4> <table> <tr> <td>blendSrc</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The source blend function.</p></td> </tr> <tr> <td>blendDst</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The destination blend function.</p></td> </tr> <tr> <td>blendSrcAlpha</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The separate source blend function for the alpha channel.</p></td> </tr> <tr> <td>blendDstAlpha</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The separate destination blend function for the alpha channel.</p></td> </tr> </table> </div> <div id="setBlending"> <h3 class="methodname">setBlending(blending) <a class="font-icon" href="#setBlending">&#58216;</a></h3> <p><p>Enables or disables blending.</p></p> <h4>Parameters</h4> <table> <tr> <td>blending</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>True to enable blending and false to disable it.</p></td> </tr> </table> </div> <div id="setColorWrite"> <h3 class="methodname">setColorWrite(writeRed, writeGreen, writeBlue, writeAlpha) <a class="font-icon" href="#setColorWrite">&#58216;</a></h3> <p><p>Enables or disables writes to the color buffer. Once this state is set, it persists until it is changed. By default, color writes are enabled for all color channels.</p></p> <pre><code class="javascript">// Just write alpha into the frame buffer device.setColorWrite(false, false, false, true);</code></pre> <h4>Parameters</h4> <table> <tr> <td>writeRed</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>True to enable writing of the red channel and false otherwise.</p></td> </tr> <tr> <td>writeGreen</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>True to enable writing of the green channel and false otherwise.</p></td> </tr> <tr> <td>writeBlue</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>True to enable writing of the blue channel and false otherwise.</p></td> </tr> <tr> <td>writeAlpha</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>True to enable writing of the alpha channel and false otherwise.</p></td> </tr> </table> </div> <div id="setCullMode"> <h3 class="methodname">setCullMode(cullMode) <a class="font-icon" href="#setCullMode">&#58216;</a></h3> <p><p>Controls how triangles are culled based on their face direction. The default cull mo