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import {DepthCopyPass} from 'postprocessing'
public class | source

DepthCopyPass

Extends:

Pass → DepthCopyPass

Direct Subclass:

DepthPickingPass

Indirect Implements:

A pass that copies depth into a render target.

Constructor Summary

Public Constructor
public

constructor(options: Object)

Constructs a new depth save pass.

Member Summary

Public Members
public get

depthPacking: DepthPackingStrategies

The output depth packing.

public
public
public
public

renderTarget: WebGLRenderTarget

The render target.

public get

texture: Texture

The output depth texture.

Method Summary

Public Methods
public

getDepthPacking(): DepthPackingStrategies

this method was deprecated. Use depthPacking instead.

Returns the output depth packing.

public

getTexture(): Texture

this method was deprecated. Use texture instead.

Returns the output depth texture.

public

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: Number, stencilTest: Boolean)

Copies depth from a depth texture.

public

setDepthTexture(depthTexture: Texture, depthPacking: DepthPackingStrategies)

Sets the depth texture.

public

setSize(width: Number, height: Number)

Updates the size of this pass.

Inherited Summary

From class Pass
public get

fullscreenMaterial: Material

The fullscreen material.

public set
public set

mainCamera: Camera

Sets the main camera.

public set

mainScene: Scene

Sets the main scene.

public get

Sets the render to screen flag.

public set
public

Indicates whether this pass is enabled.

public

The name of this pass.

public

Only relevant for subclassing.

public

Only relevant for subclassing.

protected

camera: Camera

The camera.

protected

renderer: WebGLRenderer

this member was deprecated.

The renderer.

protected

scene: Scene

The scene to render.

public

Performs a shallow search for disposable properties and deletes them.

public

getDepthTexture(): Texture

Returns the current depth texture.

public

getFullscreenMaterial(): Material

this method was deprecated. Use fullscreenMaterial instead.

Returns the current fullscreen material.

public

initialize(renderer: WebGLRenderer, alpha: Boolean, frameBufferType: Number)

Performs initialization tasks.

public
this method was deprecated. Use enabled instead.

Indicates whether this pass is enabled.

public abstract

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: Number, stencilTest: Boolean)

Renders this pass.

public

setDepthTexture(depthTexture: Texture, depthPacking: DepthPackingStrategy)

Sets the depth texture.

public
this method was deprecated. Use enabled instead.

Enables or disables this pass.

public

setRenderer(renderer: WebGLRenderer)

this method was deprecated.

Sets the renderer

public

setSize(width: Number, height: Number)

Sets the size.

protected

setFullscreenMaterial(value: Material)

this method was deprecated. Use fullscreenMaterial instead.

Sets the fullscreen material.

Public Constructors

public constructor(options: Object) source

Constructs a new depth save pass.

Override:

Pass#constructor

Params:

NameTypeAttributeDescription
options Object
  • optional

The options.

options.depthPacking DepthPackingStrategies
  • optional
  • default: RGBADepthPacking

The output depth packing.

Public Members

public get depthPacking: DepthPackingStrategies source

The output depth packing.

public fullscreenMaterial: * source

The fullscreen material.

Override:

Pass#fullscreenMaterial

public needsDepthTexture: boolean source

Only relevant for subclassing.

Indicates whether the EffectComposer should prepare a depth texture for this pass. Set this to true if this pass relies on depth information from a preceding RenderPass.

Override:

Pass#needsDepthTexture

public needsSwap: boolean source

Only relevant for subclassing.

Indicates whether the EffectComposer should swap the frame buffers after this pass has finished rendering. Set this to false if this pass doesn't render to the output buffer or the screen. Otherwise, the contents of the input buffer will be lost.

Override:

Pass#needsSwap

public renderTarget: WebGLRenderTarget source

The render target.

public get texture: Texture source

The output depth texture.

Public Methods

public getDepthPacking(): DepthPackingStrategies source

this method was deprecated. Use depthPacking instead.

Returns the output depth packing.

Return:

DepthPackingStrategies

The depth packing.

public getTexture(): Texture source

this method was deprecated. Use texture instead.

Returns the output depth texture.

Return:

Texture

The texture.

public render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: Number, stencilTest: Boolean) source

Copies depth from a depth texture.

Override:

Pass#render

Params:

NameTypeAttributeDescription
renderer WebGLRenderer

The renderer.

inputBuffer WebGLRenderTarget

A frame buffer that contains the result of the previous pass.

outputBuffer WebGLRenderTarget

A frame buffer that serves as the output render target unless this pass renders to screen.

deltaTime Number
  • optional

The time between the last frame and the current one in seconds.

stencilTest Boolean
  • optional

Indicates whether a stencil mask is active.

public setDepthTexture(depthTexture: Texture, depthPacking: DepthPackingStrategies) source

Sets the depth texture.

Override:

Pass#setDepthTexture

Params:

NameTypeAttributeDescription
depthTexture Texture

A depth texture.

depthPacking DepthPackingStrategies
  • optional
  • default: BasicDepthPacking

The depth packing.

public setSize(width: Number, height: Number) source

Updates the size of this pass.

Override:

Pass#setSize

Params:

NameTypeAttributeDescription
width Number

The width.

height Number

The height.