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
renderPassManager
resolution
Vector2
scene
Scene
camera
Camera
selectedObjects
Object3D<Object3DEventMap>[]
parameters?
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
renderer
WebGLRenderer
_writeBuffer
WebGLRenderTarget<Texture>
readBuffer
WebGLRenderTarget<Texture>
_deltaTime
number
maskActive
boolean
Returns
void
Overrides
renderPass
▸ renderPass(renderer): void
Parameters
renderer
WebGLRenderer
Returns
void
Overrides
setSize
▸ setSize(width, height): void
Parameters
width
number
height
number
Returns
void
Overrides
RenderPass.setSize
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