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RenderPass

Extends:

GLBoostObject → RenderPass

Constructor Summary

Public Constructor
public

constructor(glBoostContext: *)

Member Summary

Public Members
public get
public get
public get
public get
public set
public get
public set
public get
public set

this function is called final part of prepareToRender

public get
public set
public get
public set
public get
public get
public get

fbo: *

public get
public set
public get
public set
public get

meshes: *

public get
public get
public get
public get
public get
public get

scene: *

public set

scene: *

public set

tag: *

public get

tag: *

public get
public set
public get
public set
public get
Private Members
private
private
private
private
private
private
private
private
private
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private

_meshes: *[]

private
private
private
private
private

_preGizmos: *[]

private
private
private

_scene: *

private
private
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private
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private
private
private

Method Summary

Public Methods
public
public

postRender(existCamera_f: *, lights: *)

public

preRender(existCamera_f: *, lights: *)

public

prepareToRender(expression: *)

public

setClearColor(color: *)

public

setClearDepth(depth: *)

public

setColorMask(colorMask: *)

public

setShaderAssignDictionaries(dictionaries: *)

public
public
public
public
public

specifyRenderTargetTextures(renderTargetTextures: *)

Private Methods
private
private

_assignShaders(existCamera_f: *, lights: *, assumeThatAllMaterialsAreSame: *)

private
private
private

_restoreShaders(existCamera_f: *, lights: *)

private

Inherited Summary

From class GLBoostObject
public static
private static
private static
public get
public get
public get

Return the simple class-specific number.

public get
public get
public get
public get
public get
public get
public set
private
private
private
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public
public
public
public

Return instance name.

public
private

_copy(instance: *)

private

Public Constructors

public constructor(glBoostContext: *) source

Override:

GLBoostObject#constructor

Params:

NameTypeAttributeDescription
glBoostContext *

Public Members

public get buffersToDraw: * source

public get clearColor: * source

public get clearDepth: * source

public get colorMask: * source

public set customFunctionWhenPostRender: * source

public get customFunctionWhenPostRender: * source

public set customFunctionWhenPreRender: * source

public get customFunctionWhenPreRender: * source

public set customFunctionWhenPrepareToRender: * source

this function is called final part of prepareToRender

public get customFunctionWhenPrepareToRender: * source

public set doPostRender: * source

public get doPostRender: * source

public set doPreRender: * source

public get doPreRender: * source

public get expression: * source

public get fbo: * source

public get isEnableToDraw: * source

public set isEnableToDraw: * source

public get isRenderTargetAttachedTextures: * source

public set isRenderTargetAttachedTextures: * source

public get meshes: * source

public get opacityMeshes: * source

public get postGizmos: * source

public get preGizmos: * source

public get renderTargetColorTextures: * source

public get renderTargetDepthTexture: * source

public get scene: * source

public set scene: * source

public set tag: * source

public get tag: * source

public get transparentMeshes: * source

public set transparentMeshesAsManualOrder: * source

public get transparentMeshesAsManualOrder: * source

public set viewport: * source

public get viewport: * source

Private Members

private _backupShaderClassDic: {} source

private _backupShaderParametersOfMaterials: *[] source

private _backupShadersOfInstances: *[] source

private _backupWebGLStatesOfMaterials: *[] source

private _clearColor: * source

private _clearDepth: * source

private _colorMask: * source

private _customFunctionWhenPostRender: * source

private _customFunctionWhenPreRender: * source

private _customFunctionWhenPrepareToRender: * source

private _doPostRender: boolean source

private _doPreRender: boolean source

private _drawBuffers: undefined[] source

private _effekseerElements: *[] source

private _expression: * source

private _isEnableToDraw: boolean source

private _isRenderTargetAttachedTextures: boolean source

private _meshes: *[] source

private _newShaderInstance: * source

private _oldShaderClass: * source

private _opacityMeshes: *[] source

private _postGizmos: *[] source

private _preGizmos: *[] source

private _renderTargetColorTextures: *[] source

private _renderTargetDepthTexture: *[] source

private _scene: * source

private _shaderAssignDictionaries: *[] source

private _shaderParametersAssignDictionaries: *[] source

private _skeletalMeshes: *[] source

private _tag: string source

private _transparentMeshes: *[] source

private _transparentMeshesAsManualOrder: * source

private _viewport: * source

private _webglStatesAssignDictionaries: *[] source

Public Methods

public clearAssignShaders() source

public postRender(existCamera_f: *, lights: *) source

Params:

NameTypeAttributeDescription
existCamera_f *
lights *

public preRender(existCamera_f: *, lights: *) source

Params:

NameTypeAttributeDescription
existCamera_f *
lights *

public prepareToRender(expression: *) source

Params:

NameTypeAttributeDescription
expression *

public setClearColor(color: *) source

Params:

NameTypeAttributeDescription
color *

public setClearDepth(depth: *) source

Params:

NameTypeAttributeDescription
depth *

public setColorMask(colorMask: *) source

Params:

NameTypeAttributeDescription
colorMask *

public setShaderAssignDictionaries(dictionaries: *) source

Params:

NameTypeAttributeDescription
dictionaries *

public setShaderParametersAssignDictionaries(dictionaries: *) source

Params:

NameTypeAttributeDescription
dictionaries *

public setViewportAsFittingToRenderTarget(): boolean source

Return:

boolean

public setWebGLStatesAssignDictionaries(dictionaries: *) source

Params:

NameTypeAttributeDescription
dictionaries *

public sortTransparentMeshes(camera: *) source

Params:

NameTypeAttributeDescription
camera *

public specifyRenderTargetTextures(renderTargetTextures: *) source

Params:

NameTypeAttributeDescription
renderTargetTextures *

Private Methods

private _assignShaderParameters() source

private _assignShaders(existCamera_f: *, lights: *, assumeThatAllMaterialsAreSame: *) source

Params:

NameTypeAttributeDescription
existCamera_f *
lights *
assumeThatAllMaterialsAreSame *
  • optional
  • default: true

private _assignWebGLStates() source

private _restoreShaderParameters() source

private _restoreShaders(existCamera_f: *, lights: *) source

Params:

NameTypeAttributeDescription
existCamera_f *
lights *

private _restoreWebGLStates() source