📄 RenderPass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 1 |
🧱 Classes | 1 |
📦 Imports | 2 |
📊 Variables & Constants | 3 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/RenderPass.js
📦 Imports¶
Name | Source |
---|---|
Color |
three |
Pass |
./Pass.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
oldAutoClear |
any |
let/var | renderer.autoClear |
✗ |
oldClearAlpha |
any |
let/var | *not shown* |
✗ |
oldOverrideMaterial |
any |
let/var | *not shown* |
✗ |
Functions¶
RenderPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs a beauty pass with the configured scene and camera.
*
* @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.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
renderer.getClearColor
renderer.setClearColor
renderer.getClearAlpha
renderer.setClearAlpha
renderer.clearDepth
renderer.setRenderTarget
renderer.clear
renderer.render
Internal Comments:
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 (x4)
// restore
Code
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
Classes¶
RenderPass
¶
Class Code
class RenderPass extends Pass {
/**
* Constructs a new render pass.
*
* @param {Scene} scene - The scene to render.
* @param {Camera} camera - The camera.
* @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used
* for all objects in the scene.
* @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.
* @param {?number} [clearAlpha=null] - The clear alpha of the render pass.
*/
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
super();
/**
* The scene to render.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera.
*
* @type {Camera}
*/
this.camera = camera;
/**
* The override material. If set, this material is used
* for all objects in the scene.
*
* @type {?Material}
* @default null
*/
this.overrideMaterial = overrideMaterial;
/**
* The clear color of the render pass.
*
* @type {?(number|Color|string)}
* @default null
*/
this.clearColor = clearColor;
/**
* The clear alpha of the render pass.
*
* @type {?number}
* @default null
*/
this.clearAlpha = clearAlpha;
/**
* Overwritten to perform a clear operation by default.
*
* @type {boolean}
* @default true
*/
this.clear = true;
/**
* If set to `true`, only the depth can be cleared when `clear` is to `false`.
*
* @type {boolean}
* @default false
*/
this.clearDepth = false;
/**
* Overwritten to disable the swap.
*
* @type {boolean}
* @default false
*/
this.needsSwap = false;
this._oldClearColor = new Color();
}
/**
* Performs a beauty pass with the configured scene and camera.
*
* @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 */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
}
Methods¶
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}