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import {AdaptiveLuminancePass} from 'postprocessing'
public class | source

AdaptiveLuminancePass

Extends:

Pass → AdaptiveLuminancePass

Indirect Implements:

A pass that renders an adaptive luminance map.

Requires support for EXT_color_buffer_half_float.

Constructor Summary

Public Constructor
public

constructor(luminanceBuffer: Texture, options: Object)

Constructs a new adaptive luminance pass.

Member Summary

Public Members
public get

The luminance adaptation rate.

public set
public set

Sets the 1x1 mipmap level.

public
public get

texture: Texture

The adapted luminance texture.

Method Summary

Public Methods
public

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

Renders the scene normals.

Inherited Summary

From class Pass
public get

Indicates whether this pass should render to screen.

public set

Sets the render to screen flag.

public
this member was deprecated. Use isEnabled() and setEnabled() instead.

Indicates whether this pass is enabled.

public

The name of this pass.

public

Only relevant for subclassing.

public

Only relevant for subclassing.

protected

camera: Camera

The camera.

protected

scene: Scene

The scene to render.

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, frameBufferType: Number)

Performs initialization tasks.

public

Indicates whether this pass is enabled.

public abstract

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

Renders this pass.

public

setDepthTexture(depthTexture: Texture, depthPacking: Number)

Sets the depth texture.

public

setEnabled(enabled: Boolean)

Enables or disables this pass.

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 size of the main frame buffer.

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(luminanceBuffer: Texture, options: Object) source

Constructs a new adaptive luminance pass.

Override:

Pass#constructor

Params:

NameTypeAttributeDescription
luminanceBuffer Texture

A buffer that contains the current scene luminance.

options Object
  • optional

The options.

options.minLuminance Number
  • optional
  • default: 0.01

The minimum luminance.

options.adaptationRate Number
  • optional
  • default: 1.0

The luminance adaptation rate.

Public Members

public get adaptationRate: Number source

The luminance adaptation rate.

public set adaptationRate: Number source

public set mipLevel1x1: Number source

Sets the 1x1 mipmap level.

This level is used to identify the smallest mipmap of the main luminance texture which contains the downsampled average scene luminance.

public needsSwap: boolean source

Only relevant for subclassing.

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 get texture: Texture source

The adapted luminance texture.

Public Methods

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

Renders the scene normals.

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.

deltaTime Number
  • optional

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

stencilTest Boolean
  • optional

Indicates whether a stencil mask is active.