Home Reference Source
import {RenderPass} from 'postprocessing'
public class | source

RenderPass

Extends:

Pass → RenderPass

Indirect Implements:

A pass that renders a given scene into the input buffer or to screen.

This pass uses a ClearPass to clear the target buffer.

Constructor Summary

Public Constructor
public

constructor(scene: Scene, camera: Camera, overrideMaterial: Material)

Constructs a new render pass.

Member Summary

Public Members
public get

Indicates whether the target buffer should be cleared before rendering.

public set

Enables or disables auto clear.

public
public get

overrideMaterial: Material

The current override material.

public set

overrideMaterial: Material

Sets the override material.

public get

Indicates whether this pass should render to screen.

public set

Sets the render to screen flag.

Method Summary

Public Methods
public

Returns the clear pass.

public

Returns the selection.

public

Indicates whether the scene background is enabled.

public

Indicates whether the shadow map auto update is disabled.

public

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

Renders the scene.

public

Enables or disables the scene background.

public

setSelection(selection: Selection)

Sets the selection.

public

Enables or disables the shadow map auto update.

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, overrideMaterial: Material) 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.

overrideMaterial Material
  • optional
  • default: null

An override material.

Public Members

public get clear: Boolean source

Indicates whether the target buffer should be cleared before rendering.

public set clear: Boolean source

Enables or disables auto clear.

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 overrideMaterial: Material source

The current override material.

public set overrideMaterial: Material source

Sets the override material.

public get renderToScreen: Boolean source

Indicates whether this pass should render to screen.

Override:

Pass#renderToScreen

public set renderToScreen: Boolean source

Sets the render to screen flag.

Override:

Pass#renderToScreen

Public Methods

public getClearPass(): ClearPass source

Returns the clear pass.

Return:

ClearPass

The clear pass.

public getSelection(): Selection source

Returns the selection. Default is null (no restriction).

Return:

Selection

The selection.

public isBackgroundDisabled(): Boolean source

Indicates whether the scene background is enabled.

Return:

Boolean

Whether the scene background is enabled.

public isShadowMapDisabled(): Boolean source

Indicates whether the shadow map auto update is disabled.

Return:

Boolean

Whether the shadow map update is disabled.

public render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: 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.

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.

public setBackgroundDisabled(disabled: Boolean) source

Enables or disables the scene background.

Params:

NameTypeAttributeDescription
disabled Boolean

Whether the scene background should be disabled.

public setSelection(selection: Selection) source

Sets the selection. Set to null to disable.

Params:

NameTypeAttributeDescription
selection Selection

The selection.

public setShadowMapDisabled(disabled: Boolean) source

Enables or disables the shadow map auto update.

Params:

NameTypeAttributeDescription
disabled Boolean

Whether the shadow map auto update should be disabled.