playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
31 lines (30 loc) • 1.16 kB
TypeScript
/**
* A render pass which typically executes before the rendering of the main scene, and renders data
* that is required for the main rendering pass (and also in following passes) into separate render
* targets. This can include depth, normals, velocity, etc, used by TAA, motion blur, SSAO, etc.
*
* @category Graphics
* @ignore
*/
export class RenderPassPrepass extends RenderPass {
constructor(device: any, scene: any, renderer: any, camera: any, options: any);
/** @type {Texture} */
linearDepthTexture: Texture;
/** @type {Color} */
linearDepthClearValue: Color;
/**
* The layerList indices of the sub-layers this prepass renders. Rebuilt each frame in
* frameUpdate (where culling is also requested) and consumed by execute.
*
* @type {number[]}
*/
_qualifiedLayerIndices: number[];
scene: any;
renderer: any;
camera: any;
setupRenderTarget(options: any): void;
linearDepthFormat: number;
}
import { RenderPass } from '../../platform/graphics/render-pass.js';
import { Texture } from '../../platform/graphics/texture.js';
import { Color } from '../../core/math/color.js';