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

MaskPass

Extends:

Pass → MaskPass

Indirect Implements:

A stencil 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
public

constructor(scene: Scene, camera: Camera)

Constructs a new mask pass.

Member Summary

Public Members
public get

Indicates whether this pass should clear the stencil buffer.

public set

Enables or disables auto clear.

public

Inverse flag.

public

Method Summary

Public Methods
public

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

Renders the effect.

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(scene: Scene, camera: Camera) source

Constructs a new mask pass.

Override:

Pass#constructor

Params:

NameTypeAttributeDescription
scene Scene

The scene to render.

camera Camera

The camera to use.

Public Members

public get clear: Boolean source

Indicates whether this pass should clear the stencil buffer.

public set clear: Boolean source

Enables or disables auto clear.

public inverse: Boolean source

Inverse flag.

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 Methods

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

Renders the effect.

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.