@pixi/3d
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    Class ForwardRenderPassAdvanced

    Draws the scene meshes in one pass membership from one camera

    The default graph's opaque, transparent and glass passes are forward passes, and a MeshPass builds one. It draws every mesh whose material belongs to its name, a built-in membership such as 'opaque' or a name materials join through their passes option.

    Construct one in a Pass3D#build to draw a membership again from another camera, as PortalPass does for 'opaque' and 'transparent'. It writes colour and depth on its camera's target, or the scene's when it has no camera.

    Hierarchy (View Summary)

    Index
    attachedOutputs: readonly SceneOutput[]

    The scene outputs attached after the target colour; see RenderPassOptions#attachedOutputs

    bit: number = 0

    Bit for this pass: the built-in one it was given, or the one its name was assigned

    camera: Camera3D | null

    Camera this pass draws from, or null to draw from the view's own camera

    See RenderPassOptions#camera. While render runs, the GPU viewport is the camera's rect.

    description?: string

    Human-readable explanation of what this pass contributes to the frame

    descriptor?: PassDescriptor

    Shader, state and topology this pass uses for every mesh, from RenderPassOptions#descriptor

    materialBits: readonly ShaderBit[]

    Shader bits a material adds when it draws in this pass, so it writes the attached outputs

    Each attached output's bits entry for this pass's name, in order. A material with a template of its own ignores them.

    name: string

    The pass's name; see RenderPassOptions#name

    outputLocations: readonly string[]

    The output each fragment location of a material shader in this pass writes: color, then each attached output

    pipe: View3DPipe

    The view pipe of the renderer this pass was built for

    • Skips the frame when no mesh in the view's scene belongs to this pass

      Membership decides, not visibility: a pass whose meshes are all hidden still runs and draws nothing.

      Parameters

      Returns boolean

      Whether the pass should run this frame

    • Releases what this pass recorded for its draws

      Returns void

    • Builds and culls this pass's draws before any render target is bound, on WebGPU with cache: 'auto'

      Parameters

      Returns void

    • Declares writes of its camera's target colour, attached outputs and depth; a subclass that also samples a texture, such as an opaque copy, overrides it

      Parameters

      • b: PassBuilder

        The builder recording this pass's resource accesses

      Returns void

    • Gives back the GPU memory this pass recorded for its draws; the next render rebuilds it

      Returns void