📄 Pass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 5 |
🧱 Classes | 3 |
📦 Imports | 4 |
📊 Variables & Constants | 2 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/Pass.js
📦 Imports¶
Name | Source |
---|---|
BufferGeometry |
three |
Float32BufferAttribute |
three |
OrthographicCamera |
three |
Mesh |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_camera |
any |
let/var | new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ) |
✗ |
_geometry |
FullscreenTriangleGeometry |
let/var | new FullscreenTriangleGeometry() |
✗ |
Functions¶
Pass.setSize(): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @abstract
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
Returns: void
Pass.render(): void
¶
JSDoc:
/**
* This method holds the render logic of a pass. It must be implemented in all derived classes.
*
* @abstract
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Returns: void
Calls:
console.error
Code
Pass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*
* @abstract
*/
Returns: void
FullScreenQuad.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the instance is no longer used in your app.
*/
Returns: void
Calls:
this._mesh.geometry.dispose
FullScreenQuad.render(renderer: WebGLRenderer): void
¶
JSDoc:
Parameters:
renderer
WebGLRenderer
Returns: void
Calls:
renderer.render
Classes¶
Pass
¶
Class Code
class Pass {
/**
* Constructs a new pass.
*/
constructor() {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPass = true;
/**
* If set to `true`, the pass is processed by the composer.
*
* @type {boolean}
* @default true
*/
this.enabled = true;
/**
* If set to `true`, the pass indicates to swap read and write buffer after rendering.
*
* @type {boolean}
* @default true
*/
this.needsSwap = true;
/**
* If set to `true`, the pass clears its buffer before rendering
*
* @type {boolean}
* @default false
*/
this.clear = false;
/**
* If set to `true`, the result of the pass is rendered to screen. The last pass in the composers
* pass chain gets automatically rendered to screen, no matter how this property is configured.
*
* @type {boolean}
* @default false
*/
this.renderToScreen = false;
}
/**
* Sets the size of the pass.
*
* @abstract
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
setSize( /* width, height */ ) {}
/**
* This method holds the render logic of a pass. It must be implemented in all derived classes.
*
* @abstract
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*
* @abstract
*/
dispose() {}
}
Methods¶
setSize(): void
¶
render(): void
¶
Code
dispose(): void
¶
FullscreenTriangleGeometry
¶
Class Code
FullScreenQuad
¶
Class Code
class FullScreenQuad {
/**
* Constructs a new full screen quad.
*
* @param {?Material} material - The material to render te full screen quad with.
*/
constructor( material ) {
this._mesh = new Mesh( _geometry, material );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the instance is no longer used in your app.
*/
dispose() {
this._mesh.geometry.dispose();
}
/**
* Renders the full screen quad.
*
* @param {WebGLRenderer} renderer - The renderer.
*/
render( renderer ) {
renderer.render( this._mesh, _camera );
}
/**
* The quad's material.
*
* @type {?Material}
*/
get material() {
return this._mesh.material;
}
set material( value ) {
this._mesh.material = value;
}
}