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import {RenderPass} from 'postprocessing/src/passes/RenderPass.js'
public class | source

RenderPass

Extends:

Pass → RenderPass

Indirect Implements:

A pass that renders a given scene directly on screen or into the read buffer for further processing.

Constructor Summary

Public Constructor
public

constructor(scene: Scene, camera: Camera, options: Object)

Constructs a new render pass.

Member Summary

Public Members
public

Indicates whether the color, depth and stencil buffers should be cleared.

public

Indicates whether the depth buffer should be cleared explicitly.

public

A clear pass.

public
public

overrideMaterial: Material

An override material.

Method Summary

Public Methods
public

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean)

Renders the scene.

Inherited Summary

From class Pass
public

[key]: *

public

Indicates whether this pass should be executed.

public

The name of this pass.

public

Indicates whether the EffectComposer should prepare a depth texture for this pass.

public

Indicates whether the EffectComposer should swap the frame buffers after this pass has finished rendering.

public

Indicates whether this pass should render to screen.

protected

camera: Camera

The camera.

protected

scene: Scene

The scene to render.

private

quad: Mesh

A quad mesh that fills the screen.

public

Performs a shallow search for disposable properties and deletes them.

public

getDepthTexture(): Texture

Returns the current depth texture.

public

getFullscreenMaterial(): Material

Returns the current fullscreen material.

public

initialize(renderer: WebGLRenderer, alpha: Boolean)

Performs initialization tasks.

public abstract

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean)

Renders the effect.

public

setDepthTexture(depthTexture: Texture, depthPacking: Number)

Sets the depth texture.

public

setSize(width: Number, height: Number)

Updates this pass with the renderer's size.

You may override this method in case you want to be informed about the main render size.

The EffectComposer calls this method before this pass is initialized and every time its own size is updated.

protected

setFullscreenMaterial(material: Material)

Sets the fullscreen material.

Public Constructors

public constructor(scene: Scene, camera: Camera, options: Object) source

Constructs a new render pass.

Override:

Pass#constructor

Params:

NameTypeAttributeDescription
scene Scene

The scene to render.

camera Camera

The camera to use to render the scene.

options Object
  • optional

Additional options.

options.overrideMaterial Material
  • optional
  • default: null

An override material for the scene.

options.clearColor Color
  • optional
  • default: null

An override clear color.

options.clearAlpha Number
  • optional
  • default: 1.0

An override clear alpha.

options.clearDepth Boolean
  • optional
  • default: false

Whether depth should be cleared explicitly.

options.clear Boolean
  • optional
  • default: true

Whether all buffers should be cleared.

Public Members

public clear: Boolean source

Indicates whether the color, depth and stencil buffers should be cleared.

Even with clear set to true you can prevent specific buffers from being cleared by setting either the autoClearColor, autoClearStencil or autoClearDepth properties of the renderer to false.

public clearDepth: Boolean source

Indicates whether the depth buffer should be cleared explicitly.

public clearPass: ClearPass source

A clear pass.

public needsSwap: boolean source

Indicates whether the EffectComposer should swap the frame buffers after this pass has finished rendering.

Set this to false if this pass doesn't render to the output buffer or the screen. Otherwise, the contents of the input buffer will be lost.

Override:

Pass#needsSwap

public overrideMaterial: Material source

An override material.

Public Methods

public render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean) source

Renders the scene.

Override:

Pass#render

Params:

NameTypeAttributeDescription
renderer WebGLRenderer

The renderer.

inputBuffer WebGLRenderTarget

A frame buffer that contains the result of the previous pass.

outputBuffer WebGLRenderTarget

A frame buffer that serves as the output render target unless this pass renders to screen.

delta Number
  • optional

The time between the last frame and the current one in seconds.

stencilTest Boolean
  • optional

Indicates whether a stencil mask is active.