Interface IPipelinePass<Tid>

interface IPipelinePass<Tid extends IPassID = IPassID> {
    after?: string[];
    before?: string[];
    dirty?: ValOrFunc<boolean>;
    materialExtension?: MaterialExtension;
    onDirty?: () => void[];
    passId: Tid;
    required?: string[];
    uniforms?: { [name: string]: IUniform };
    beforeRender(
        scene: IScene,
        camera: ICamera,
        renderManager: IRenderManager,
    ): void;
    onPostFrame(renderManager: IRenderManager): void;
    onRegister(renderer: IRenderManager): void;
    onUnregister(renderer: IRenderManager): void;
    setDirty(): void;
}

Type Parameters

Hierarchy (View Summary)

Implemented by

Properties

after?: string[]

Passes that should run before this pass

before?: string[]

Passes that should run after this pass

dirty?: ValOrFunc<boolean>

Checked by RenderManager to determine whether to render this frame. A frame is rendered if any pass is dirty. This can be set by the plugin/pass to indicate when to continue rendering. See ProgressivePlugin. This is different from setDirty which is implementation specific to the pass/plugin. It generally calls onDirty and set the viewer dirty.

materialExtension?: MaterialExtension
onDirty?: () => void[]
passId: Tid

Unique id for the pass. Used to determine the order of passes in the pipeline.

required?: string[]

Passes that are required to be present in the pipeline to run this pass.

uniforms?: { [name: string]: IUniform }

Methods