RoomleConfigurator.Internal.OutlinePass

configurator-core/src/roomle-configurator.internal.OutlinePass

Hierarchy

Table of contents

Constructors

Properties

Methods

Constructors

constructor

new OutlinePass(renderPassManager, resolution, scene, camera, selectedObjects, parameters?)

Parameters

NameType

renderPassManager

resolution

Vector2

scene

Scene

camera

Camera

selectedObjects

Object3D<Object3DEventMap>[]

parameters?

Overrides

RenderPass.constructor

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

NameType

renderer

WebGLRenderer

_writeBuffer

WebGLRenderTarget<Texture>

readBuffer

WebGLRenderTarget<Texture>

_deltaTime

number

maskActive

boolean

Returns

void

Overrides

RenderPass.render


renderPass

renderPass(renderer): void

Parameters

NameType

renderer

WebGLRenderer

Returns

void

Overrides

RenderPass.renderPass


setSize

setSize(width, height): void

Parameters

NameType

width

number

height

number

Returns

void

Overrides

RenderPass.setSize

Last updated