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

Name
Type

renderPassManager

resolution

Vector2

scene

Scene

camera

Camera

selectedObjects

Object3D<Object3DEventMap>[]

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

â–ª Static BlurDirectionX: Vector2


BlurDirectionY

â–ª Static BlurDirectionY: Vector2


highlightLines

â–ª Static highlightLines: boolean = true

Methods

dispose

â–¸ dispose(): void

Returns

void

Overrides

RenderPass.dispose


render

â–¸ render(renderer, _writeBuffer, readBuffer, _deltaTime, maskActive): void

Parameters

Name
Type

renderer

WebGLRenderer

_writeBuffer

WebGLRenderTarget<Texture>

readBuffer

WebGLRenderTarget<Texture>

_deltaTime

number

maskActive

boolean

Returns

void

Overrides

RenderPass.render


renderPass

â–¸ renderPass(renderer): void

Parameters

Name
Type

renderer

WebGLRenderer

Returns

void

Overrides

RenderPass.renderPass


setSize

â–¸ setSize(width, height): void

Parameters

Name
Type

width

number

height

number

Returns

void

Overrides

RenderPass.setSize

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