WebGLRenderer

The WebGL renderer displays your beautifully crafted scenes using WebGL.

Constructor

WebGLRenderer(parameters : Object)

parameters
(optional) object with properties defining the renderer's behaviour. The constructor also accepts no parameters at all. In all cases, it will assume sane defaults when parameters are missing. The following are valid parameters:
canvas
A canvas where the renderer draws its output. This corresponds to the domElement property below. If not passed in here, a new canvas element will be created.
context
This can be used to attach the renderer to an existing RenderingContext. Default is null.
precision
Shader precision. Can be "highp", "mediump" or "lowp". Defaults to "highp" if supported by the device.
alpha
Controls the default clear alpha value. When set to true, the value is 0. Otherwise it's 1. Default is false.
premultipliedAlpha
Whether the renderer will assume that colors have premultiplied alpha. Default is true.
antialias
Whether to perform antialiasing. Default is false.
stencil
Whether the drawing buffer has a stencil buffer of at least 8 bits. Default is true.
preserveDrawingBuffer
Whether to preserve the buffers until manually cleared or overwritten. Default is false.
powerPreference
Provides a hint to the user agent indicating what configuration of GPU is suitable for this WebGL context. Can be "high-performance", "low-power" or "default". Default is "default". See WebGL spec for details.
failIfMajorPerformanceCaveat
Whether the renderer creation will fail upon low performance is detected. Default is false. See WebGL spec for details.
depth
Whether the drawing buffer has a depth buffer of at least 16 bits. Default is true.
logarithmicDepthBuffer
Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene. Note that this setting uses gl_FragDepth if available which disables the Early Fragment Test optimization and can cause a decrease in performance. Default is false. See the camera / logarithmicdepthbuffer example.

Properties

.autoClear : Boolean

Defines whether the renderer should automatically clear its output before rendering a frame.

.autoClearColor : Boolean

If autoClear is true, defines whether the renderer should clear the color buffer. Default is true.

.autoClearDepth : Boolean

If autoClear is true, defines whether the renderer should clear the depth buffer. Default is true.

.autoClearStencil : Boolean

If autoClear is true, defines whether the renderer should clear the stencil buffer. Default is true.

.debug : Object

checkShaderErrors: If it is true, defines whether material shader programs are checked for errors during compilation and linkage process. It may be useful to disable this check in production for performance gain. It is strongly recommended to keep these checks enabled during development. If the shader does not compile and link - it will not work and associated material will not render. Default is true.

.capabilities : Object

An object containing details about the capabilities of the current RenderingContext.

floatFragmentTextures
whether the context supports the OES_texture_float extension.
floatVertexTextures
true if floatFragmentTextures and vertexTextures are both true.
getMaxAnisotropy()
Returns the maximum available anisotropy.
getMaxPrecision()
Returns the maximum available precision for vertex and fragment shaders.
isWebGL2
true if the context in use is a WebGL2RenderingContext object.
logarithmicDepthBuffer
true if the logarithmicDepthBuffer was set to true in the constructor and the context supports the EXT_frag_depth extension.
maxAttributes
The value of gl.MAX_VERTEX_ATTRIBS.
maxCubemapSize
The value of gl.MAX_CUBE_MAP_TEXTURE_SIZE. Maximum height * width of cube map textures that a shader can use.
maxFragmentUniforms
The value of gl.MAX_FRAGMENT_UNIFORM_VECTORS. The number of uniforms that can be used by a fragment shader.
maxSamples
The value of gl.MAX_SAMPLES. Maximum number of samples in context of Multisample anti-aliasing (MSAA).
maxTextureSize
The value of gl.MAX_TEXTURE_SIZE. Maximum height * width of a texture that a shader use.
maxTextures
The value of gl.MAX_TEXTURE_IMAGE_UNITS. The maximum number of textures that can be used by a shader.
maxVaryings
The value of gl.MAX_VARYING_VECTORS. The number of varying vectors that can used by shaders.
maxVertexTextures
The value of gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS. The number of textures that can be used in a vertex shader.
maxVertexUniforms
The value of gl.MAX_VERTEX_UNIFORM_VECTORS. The maximum number of uniforms that can be used in a vertex shader.
precision
The shader precision currently being used by the renderer.
vertexTextures
true if maxVertexTextures is greater than 0 (i.e. vertex textures can be used).

.clippingPlanes : Array

User-defined clipping planes specified as Plane objects in world space. These planes apply globally. Points in space whose dot product with the plane is negative are cut away. Default is [].

.domElement : DOMElement

A canvas where the renderer draws its output.
This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page like so:
document.body.appendChild(renderer.domElement);

.extensions : Object

get(extensionName : String): Checks whether extensionName is supported and returns an object with details of the extension if available.

has(extensionName : String): Checks whether extensionName is supported.

These methods are known to work the following extensions:

.outputEncoding : Integer

Defines the output encoding of the renderer. Default is v3d.LinearEncoding.

If a render target has been set using .setRenderTarget then renderTarget.texture.encoding will be used instead.

See the texture constants page for details of other formats.

.info : Object

An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:

By default these data are reset at each render call but when having multiple render passes per frame (e.g. when using post processing) it can be preferred to reset with a custom pattern. First, set autoReset to false. renderer.info.autoReset = false; Call reset() whenever you have finished to render a single frame. renderer.info.reset();

.localClippingEnabled : Boolean

Defines whether the renderer respects object-level clipping planes. Default is false.

.physicallyCorrectLights : Boolean

Whether to use physically correct lighting mode. Default is false. See the lights / physical example.

.properties : Object

Used internally by the renderer to keep track of various sub object properties.

.renderLists : WebGLRenderLists

Used internally to handle ordering of scene object rendering.

.shadowMap : WebGLShadowMap

This contains the reference to the shadow map, if used.

.sortObjects : Boolean

Defines whether the renderer should sort objects. Default is true.

Note: Sorting is used to attempt to properly render objects that have some degree of transparency. By definition, sorting objects may not work in all cases. Depending on the needs of application, it may be necessary to turn off sorting and use other methods to deal with transparency rendering e.g. manually determining each object's rendering order.

.state : Object

Contains functions for setting various properties of the WebGLRenderer.context state.

.toneMapping : Constant

Default is NoToneMapping. See the Renderer constants for other choices.

.toneMappingExposure : Float

Exposure level of tone mapping. Default is 1.

.xr : WebXRManager

Provides access to the WebXR related interface of the renderer.

Methods

.clear(color : Boolean, depth : Boolean, stencil : Boolean)

Tells the renderer to clear its color, depth or stencil drawing buffer(s). This method initializes the color buffer to the current clear color value.
Arguments default to true.

.clearColor()

Clear the color buffer. Equivalent to calling .clear(true, false, false).

.clearDepth()

Clear the depth buffer. Equivalent to calling .clear(false, true, false).

.clearStencil()

Clear the stencil buffers. Equivalent to calling .clear(false, false, true).

.compile(scene : Object3D, camera : Camera)

Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.

.compileAsync(scene : Scene, camera : Camera, progressCb : Function)

Compiles all materials in the scene with the camera asynchronously. This is useful to precompile shaders before the first rendering. The optional progressCb function receives a percentage parameter.

.copyFramebufferToTexture(position : Vector2, texture : FramebufferTexture, level : Integer)

Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to WebGLRenderingContext.copyTexImage2D.

.copyTextureToTexture(position : Vector2, srcTexture : Texture, dstTexture : Texture, level : Integer)

Copies all pixels of a texture to an existing texture starting from the given position. Enables access to WebGLRenderingContext.texSubImage2D.

.copyTextureToTexture3D(sourceBox : Box3, position : Vector3, srcTexture : Texture, dstTexture : Texture, level : Integer)

Copies the pixels of a texture in the bounds 'sourceBox' in the destination texture starting from the given position. Enables access to WebGL2RenderingContext.texSubImage3D.

.dispose()

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

.forceContextLoss()

Simulate loss of the WebGL context. This requires support for the WEBGL_lose_context extensions.

.forceContextRestore()

Simulate restore of the WebGL context. This requires support for the WEBGL_lose_context extensions.

.getClearAlpha() → Float

Returns a float with the current clear alpha. Ranges from 0 to 1.

.getClearColor(target : Color) → Color

Returns a v3d.Color instance with the current clear color.

.getContext() → WebGL2RenderingContext

Return the current WebGL context.

.getContextAttributes() → WebGLContextAttributes

Returns an object that describes the attributes set on the WebGL context when it was created.

.getActiveCubeFace() → Integer

Returns the current active cube face.

.getActiveMipmapLevel() → Integer

Returns the current active mipmap level.

.getRenderTarget() → RenderTarget

Returns the current RenderTarget if there are; returns null otherwise.

.getCurrentViewport(target : Vector4) → Vector4

target — the result will be copied into this Vector4.

Returns the current viewport.

.getDrawingBufferSize(target : Vector2) → Vector2

target — the result will be copied into this Vector2.

Returns the width and height of the renderer's drawing buffer, in pixels.

.getPixelRatio() → Float

Returns current device pixel ratio used.

.getScissor(target : Vector4) → Vector4

target — the result will be copied into this Vector4.

Returns the scissor region.

.getScissorTest() → Boolean

Returns true if scissor test is enabled; returns false otherwise.

.getSize(target : Vector2) → Vector2

target — the result will be copied into this Vector2.

Returns the width and height of the renderer's output canvas, in pixels.

.getViewport(target : Vector4) → Vector4

target — the result will be copied into this Vector4.

Returns the viewport.

.initTexture(texture : Texture)

Initializes the given texture. Useful for preloading a texture rather than waiting until first render (which can cause noticeable lags due to decode and GPU upload overhead).

.resetGLState()

Reset the GL state to default. Called internally if the WebGL context is lost.

.readRenderTargetPixels(renderTarget : WebGLRenderTarget, x : Float, y : Float, width : Float, height : Float, buffer : TypedArray, activeCubeFaceIndex : Integer)

buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See WebGL spec for details.

Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around WebGLRenderingContext.readPixels().

See the interactive / cubes / gpu example.

For reading out a WebGLCubeRenderTarget use the optional parameter activeCubeFaceIndex to determine which face should be read.

.render(scene : Object3D, camera : Camera)

Render a scene or another type of object using a camera.

The render is done to a previously specified renderTarget set by calling .setRenderTarget or to the canvas as usual.

By default render buffers are cleared before rendering but you can prevent this by setting the property autoClear to false. If you want to prevent only certain buffers being cleared you can set either the autoClearColor, autoClearStencil or autoClearDepth properties to false. To forcibly clear one or more buffers call .clear.

.resetState()

Can be used to reset the internal WebGL state. This method is mostly relevant for applications which share a single WebGL context across multiple WebGL libraries.

.setAnimationLoop(callback : Function)

callback — The function will be called every available frame. If null is passed it will stop any already ongoing animation.

A built in function that can be used instead of requestAnimationFrame. For WebXR projects this function must be used.

.setClearAlpha(alpha : Float)

Sets the clear alpha. Valid input is a float between 0.0 and 1.0.

.setClearColor(color : Color, alpha : Float)

Sets the clear color and opacity.

.setPixelRatio(value : Float)

Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output canvas.

.setRenderTarget(renderTarget : WebGLRenderTarget, activeCubeFace : Integer, activeMipmapLevel : Integer)

renderTarget — The renderTarget that needs to be activated. When null is given, the canvas is set as the active render target instead.
activeCubeFace — Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of WebGLCubeRenderTarget. When passing a WebGLArrayRenderTarget or WebGL3DRenderTarget this indicates the z layer to render in to (optional).
activeMipmapLevel — Specifies the active mipmap level (optional).

This method sets the active rendertarget.

.setScissor(x : Integer, y : Integer, width : Integer, height : Integer)
.setScissor(vector : Vector4)

The x, y, width, and height parameters of the scissor region. Optionally, a 4-component vector specifying the parameters of the region.

Sets the scissor region from (x, y) to (x + width, y + height). (x, y) is the lower-left corner of the scissor region.

.setScissorTest(boolean : Boolean)

Enable or disable the scissor test. When this is enabled, only the pixels within the defined scissor area will be affected by further renderer actions.

.setOpaqueSort(method : Function)

Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function.

.setTransparentSort(method : Function)

Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function.

.setSize(width : Integer, height : Integer, updateStyle : Boolean)

Resizes the output canvas to (width, height) with device pixel ratio taken into account, and also sets the viewport to fit that size, starting in (0, 0). Setting updateStyle to false prevents any style changes to the output canvas.

.setViewport(x : Integer, y : Integer, width : Integer, height : Integer)
.setViewport(vector : Vector4)

The x, y, width, and height parameters of the viewport. Optionally, a 4-component vector specifying the parameters of a viewport.

Sets the viewport to render from (x, y) to (x + width, y + height). (x, y) is the lower-left corner of the region.

Source

For more info on how to obtain the source code of this module see this page.