MaskPass
Extends:
Indirect Implements:
A mask pass.
This pass requires that the input and output buffers have a stencil buffer. You can enable the stencil buffer via the EffectComposer constructor.
Constructor Summary
Public Constructor | ||
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constructor(scene: Scene, camera: Camera) Constructs a new mask pass. |
Member Summary
Public Members | ||
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Stencil buffer clear flag. |
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Inverse flag. |
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Method Summary
Public Methods | ||
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render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean) Renders the effect. |
Inherited Summary
From class Pass | ||
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[key]: * |
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public |
Indicates whether this pass should be executed. |
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public |
The name of this pass. |
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Indicates whether the EffectComposer should prepare a depth texture for this pass. |
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Indicates whether the EffectComposer should swap the frame buffers after this pass has finished rendering. |
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Indicates whether this pass should render to screen. |
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camera: Camera The camera. |
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scene: Scene The scene to render. |
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quad: Mesh A quad mesh that fills the screen. |
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dispose() Performs a shallow search for disposable properties and deletes them. |
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getDepthTexture(): Texture Returns the current depth texture. |
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getFullscreenMaterial(): Material Returns the current fullscreen material. |
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initialize(renderer: WebGLRenderer, alpha: Boolean) Performs initialization tasks. |
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public abstract |
render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean) Renders the effect. |
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setDepthTexture(depthTexture: Texture, depthPacking: Number) Sets the depth texture. |
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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. |
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setFullscreenMaterial(material: Material) Sets the fullscreen material. |
Public Constructors
public constructor(scene: Scene, camera: Camera) source
Constructs a new mask pass.
Override:
Pass#constructorParams:
Name | Type | Attribute | Description |
scene | Scene | The scene to render. |
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camera | Camera | The camera to use. |
Public Members
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#needsSwapPublic Methods
public render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean) source
Renders the effect.
Override:
Pass#renderParams:
Name | Type | Attribute | Description |
renderer | WebGLRenderer | The renderer. |
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inputBuffer | WebGLRenderTarget | A frame buffer that contains the result of the previous pass. |
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outputBuffer | WebGLRenderTarget | A frame buffer that serves as the output render target unless this pass renders to screen. |
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delta | Number |
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The time between the last frame and the current one in seconds. |
stencilTest | Boolean |
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Indicates whether a stencil mask is active. |