DepthDownsamplingPass
Extends:
Indirect Implements:
A pass that downsamples the scene depth by picking the most representative depth in 2x2 texel neighborhoods. If a normal buffer is provided, the corresponding normals will be stored as well.
This pass requires FloatType texture support.
Constructor Summary
Public Constructor | ||
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constructor(options: Object) Constructs a new depth downsampling pass. |
Member Summary
Public Members | ||
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renderTarget: WebGLRenderTarget A render target that contains the downsampled normals and depth. |
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public get |
texture: Texture The normal(RGB) + depth(A) texture. |
Method Summary
Public Methods | ||
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this method was deprecated. Use resolution instead.
Returns the resolution settings. |
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getTexture(): Texture this method was deprecated. Use texture instead.
Returns the normal(RGB) + depth(A) texture. |
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initialize(renderer: WebGLRenderer, alpha: Boolean, frameBufferType: Number) Performs initialization tasks. |
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render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: Number, stencilTest: Boolean) Downsamples depth and scene normals. |
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setDepthTexture(depthTexture: Texture, depthPacking: DepthPackingStrategies) Sets the depth texture. |
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Updates the size of this pass. |
Inherited Summary
From class Pass | ||
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fullscreenGeometry: BufferGeometry A shared fullscreen triangle. |
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fullscreenMaterial: Material The fullscreen material. |
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public set |
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mainCamera: Camera Sets the main camera. |
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public set |
mainScene: Scene Sets the main scene. |
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Sets the render to screen flag. |
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public set |
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Indicates whether this pass is enabled. |
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The name of this pass. |
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Only relevant for subclassing. |
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Only relevant for subclassing. |
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camera: Camera The camera. |
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renderer: WebGLRenderer this member was deprecated.
The renderer. |
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scene: Scene The scene to render. |
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dispose() Performs a shallow search for disposable properties and deletes them. |
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getDepthTexture(): Texture Returns the current depth texture. |
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getFullscreenMaterial(): Material this method was deprecated. Use fullscreenMaterial instead.
Returns the current fullscreen material. |
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initialize(renderer: WebGLRenderer, alpha: Boolean, frameBufferType: Number) Performs initialization tasks. |
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this method was deprecated. Use enabled instead.
Indicates whether this pass is enabled. |
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render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: Number, stencilTest: Boolean) Renders this pass. |
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setDepthTexture(depthTexture: Texture, depthPacking: DepthPackingStrategy) Sets the depth texture. |
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setEnabled(value: Boolean) this method was deprecated. Use enabled instead.
Enables or disables this pass. |
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setRenderer(renderer: WebGLRenderer) this method was deprecated.
Sets the renderer |
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Sets the size. |
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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 downsampling pass.
Override:
Pass#constructorParams:
Name | Type | Attribute | Description |
options | Object |
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The options. |
options.normalBuffer | Texture |
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A texture that contains view space normals. See NormalPass. |
options.resolutionScale | Number |
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The resolution scale. |
options.resolutionX | Number |
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The horizontal resolution. |
options.resolutionY | Number |
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The vertical resolution. |
options.width | Number |
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Deprecated. Use resolutionX instead. |
options.height | Number |
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Deprecated. Use resolutionY instead. |
Public Members
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#needsDepthTexturepublic 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#needsSwappublic renderTarget: WebGLRenderTarget source
A render target that contains the downsampled normals and depth.
Normals are stored as RGB and depth as alpha.
Public Methods
public getResolution(): Resolution source
Returns the resolution settings.
public getTexture(): Texture source
Returns the normal(RGB) + depth(A) texture.
Return:
Texture | The texture. |
public initialize(renderer: WebGLRenderer, alpha: Boolean, frameBufferType: Number) source
Performs initialization tasks.
Override:
Pass#initializepublic render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: Number, stencilTest: Boolean) source
Downsamples depth and scene normals.
Override:
Pass#renderParams:
Name | Type | Attribute | Description |
renderer | WebGLRenderer | The renderer. |
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inputBuffer | WebGLRenderTarget | A frame buffer that contains the result of the previous pass. |
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outputBuffer | WebGLRenderTarget | A frame buffer that serves as the output render target unless this pass renders to screen. |
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deltaTime | Number |
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The time between the last frame and the current one in seconds. |
stencilTest | Boolean |
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Indicates whether a stencil mask is active. |
public setDepthTexture(depthTexture: Texture, depthPacking: DepthPackingStrategies) source
Sets the depth texture.
Override:
Pass#setDepthTextureParams:
Name | Type | Attribute | Description |
depthTexture | Texture | A depth texture. |
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depthPacking | DepthPackingStrategies |
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The depth packing strategy. |