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- import {
- Vector2,
- Scene,
- Camera,
- Object3D,
- Color,
- Matrix4,
- MeshBasicMaterial,
- MeshDepthMaterial,
- ShaderMaterial,
- WebGLRenderTarget
- } from '../../../src/Three';
- import { Pass } from './Pass';
- export class OutlinePass extends Pass {
- constructor( resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[] );
- renderScene: Scene;
- renderCamera: Camera;
- selectedObjects: Object3D[];
- visibleEdgeColor: Color;
- hiddenEdgeColor: Color;
- edgeGlow: number;
- usePatternTexture: boolean;
- edgeThickness: number;
- edgeStrength: number;
- downSampleRatio: number;
- pulsePeriod: number;
- resolution: Vector2;
- maskBufferMaterial: MeshBasicMaterial;
- renderTargetMaskBuffer: WebGLRenderTarget;
- depthMaterial: MeshDepthMaterial;
- prepareMaskMaterial: ShaderMaterial;
- renderTargetDepthBuffer: WebGLRenderTarget;
- renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
- renderTargetBlurBuffer1: WebGLRenderTarget;
- renderTargetBlurBuffer2: WebGLRenderTarget;
- edgeDetectionMaterial: ShaderMaterial;
- renderTargetEdgeBuffer1: WebGLRenderTarget;
- renderTargetEdgeBuffer2: WebGLRenderTarget;
- separableBlurMaterial1: ShaderMaterial;
- separableBlurMaterial2: ShaderMaterial;
- overlayMaterial: ShaderMaterial;
- copyUniforms: object;
- materialCopy: ShaderMaterial;
- oldClearColor: Color;
- oldClearAlpha: number;
- fsQuad: object;
- tempPulseColor1: Color;
- tempPulseColor2: Color;
- textureMatrix: Matrix4;
- dispose(): void;
- changeVisibilityOfSelectedObjects( bVisible: boolean ): void;
- changeVisibilityOfNonSelectedObjects( bVisible: boolean ): void;
- updateTextureMatrix(): void;
- getPrepareMaskMaterial(): ShaderMaterial;
- getEdgeDetectionMaterial(): ShaderMaterial;
- getSeperableBlurMaterial(): ShaderMaterial;
- getOverlayMaterial(): ShaderMaterial;
- }
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