RoomleConfigurator.Internal.OutlinePass
configurator-core/src/roomle-configurator.internal.OutlinePass
Hierarchy
↳
OutlinePass
Table of contents
Constructors
Properties
Methods
Constructors
constructor
• new OutlinePass(renderPassManager
, resolution
, scene
, camera
, selectedObjects
, parameters?
)
Parameters
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Overrides
Properties
_visibilityCache
• _visibilityCache: Map
<Object3D
<Object3DEventMap
>, boolean
>
clearBackground
• clearBackground: boolean
= false
copyUniforms
• copyUniforms: any
downSampleRatio
• downSampleRatio: number
edgeDetectionFxaa
• edgeDetectionFxaa: boolean
edgeDetectionMaterial
• edgeDetectionMaterial: ShaderMaterial
edgeGlow
• edgeGlow: number
edgeStrength
• edgeStrength: number
edgeThickness
• edgeThickness: number
fsQuad
• fsQuad: FullScreenQuad
fxaaRenderMaterial
• Optional
fxaaRenderMaterial: ShaderMaterial
hiddenEdgeColor
• hiddenEdgeColor: Color
materialCopy
• materialCopy: ShaderMaterial
oldClearAlpha
• oldClearAlpha: number
oldClearColor
• oldClearColor: Color
overlayMaterial
• overlayMaterial: ShaderMaterial
patternTexture
• patternTexture: Texture
= null
prepareMaskMaterial
• prepareMaskMaterial: ShaderMaterial
pulsePeriod
• pulsePeriod: number
renderCamera
• renderCamera: Camera
renderScene
• renderScene: Scene
renderTargetBlurBuffer1
• renderTargetBlurBuffer1: WebGLRenderTarget
<Texture
>
renderTargetBlurBuffer2
• renderTargetBlurBuffer2: WebGLRenderTarget
<Texture
>
renderTargetEdgeBuffer1
• renderTargetEdgeBuffer1: WebGLRenderTarget
<Texture
>
renderTargetEdgeBuffer2
• renderTargetEdgeBuffer2: WebGLRenderTarget
<Texture
>
renderTargetFxaaBuffer
• Optional
renderTargetFxaaBuffer: WebGLRenderTarget
<Texture
>
renderTargetMaskBuffer
• renderTargetMaskBuffer: WebGLRenderTarget
<Texture
>
renderTargetMaskDownSampleBuffer
• renderTargetMaskDownSampleBuffer: WebGLRenderTarget
<Texture
>
resolution
• resolution: Vector2
selectedObjects
• selectedObjects: Object3D
<Object3DEventMap
>[]
separableBlurMaterial1
• separableBlurMaterial1: ShaderMaterial
separableBlurMaterial2
• separableBlurMaterial2: ShaderMaterial
tempPulseColor1
• tempPulseColor1: Color
tempPulseColor2
• tempPulseColor2: Color
textureMatrix
• textureMatrix: Matrix4
usePatternTexture
• usePatternTexture: boolean
visibleEdgeColor
• visibleEdgeColor: Color
BlurDirectionX
▪ Static
BlurDirectionX: Vector2
BlurDirectionY
▪ Static
BlurDirectionY: Vector2
highlightLines
▪ Static
highlightLines: boolean
= true
Methods
dispose
▸ dispose(): void
Returns
void
Overrides
RenderPass.dispose
render
▸ render(renderer
, _writeBuffer
, readBuffer
, _deltaTime
, maskActive
): void
Parameters
Name | Type |
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Returns
void
Overrides
renderPass
▸ renderPass(renderer
): void
Parameters
Name | Type |
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Returns
void
Overrides
setSize
▸ setSize(width
, height
): void
Parameters
Name | Type |
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Returns
void
Overrides
RenderPass.setSize
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