Used to create a special type of FullscreenPlane that allows to use the previous frame fragment shader output as an input texture.

Example

// set our main GPUCurtains instance
const gpuCurtains = new GPUCurtains({
container: '#canvas' // selector of our WebGPU canvas container
})

// set the GPU device
// note this is asynchronous
await gpuCurtains.setDevice()

// create a PingPongPlane
const shaderPass = new PingPongPlane(gpuCurtain, {
label: 'My ping pong plane',
shaders: {
fragment: {
code: pingPongCode, // assume it is a valid WGSL fragment shader
},
},
})

Hierarchy (view full)

Constructors

Properties

type: string

The type of the FullscreenPlane

size: {
    document: RectBBox;
}

Object defining the FullscreenPlane size

Type declaration

uuid: string

The universal unique id of the MeshBaseClass

index: number

Index of this MeshBaseClass, i.e. creation order

renderer: Renderer

The Renderer used

Options used to create this MeshBaseClass

material: RenderMaterial

Geometry used by this MeshBaseClass

renderBundle: RenderBundle

RenderBundle used to render this Mesh, if any.

renderOrder: number

Controls the order in which this MeshBaseClass should be rendered by our Scene

_transparent: boolean

Whether this MeshBaseClass should be treated as transparent. Impacts the render pipeline blend properties

_visible: boolean

Flag indicating whether to draw this MeshBaseClass or not

_ready: boolean

Flag indicating whether this MeshBaseClass is ready to be drawn

userData: Record<string, unknown>

Empty object to store any additional data or custom properties into your Mesh.

_onReadyCallback: (() => void)

function assigned to the onReady callback

Type declaration

    • (): void
    • function assigned to the onReady callback

      Returns void

_onBeforeRenderCallback: (() => void)

function assigned to the onBeforeRender callback

Type declaration

_onRenderCallback: (() => void)

function assigned to the onRender callback

Type declaration

    • (): void
    • function assigned to the onRender callback

      Returns void

_onAfterRenderCallback: (() => void)

function assigned to the onAfterRender callback

Type declaration

    • (): void
    • function assigned to the onAfterRender callback

      Returns void

_onAfterResizeCallback: (() => void)

function assigned to the onAfterResize callback

Type declaration

    • (): void
    • function assigned to the onAfterResize callback

      Returns void

onReady: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute when a Mesh is ready - i.e. its material and geometry are ready.

Type declaration

Param: callback

callback to run when MeshBaseClass is ready

Returns

  • our Mesh
onBeforeRender: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

Type declaration

    • (callback): ProjectedMeshBaseClass | MeshBaseClass
    • Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Mesh matrices (if any). This also means it won't be called if the Mesh has not been added to the Scene. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

      Parameters

      • callback: (() => void)

        callback to run just before updating the Scene matrix stack.

          • (): void
          • Returns void

      Returns ProjectedMeshBaseClass | MeshBaseClass

      • our Mesh

Param: callback

callback to run just before updating the Scene matrix stack.

Returns

  • our Mesh
onRender: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute right before actually rendering the Mesh. Useful to update uniforms for example. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

Type declaration

Param: callback

callback to run just before rendering the MeshBaseClass.

Returns

  • our Mesh
onAfterRender: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute just after a Mesh has been rendered. The callback won't be called if the Renderer is not ready or the Mesh itself is neither ready nor visible.

Type declaration

Param: callback

callback to run just after MeshBaseClass has been rendered

Returns

  • our Mesh
onAfterResize: ((callback) => ProjectedMeshBaseClass | MeshBaseClass)

Callback to execute just after a Mesh has been resized.

Type declaration

Param: callback

callback to run just after MeshBaseClass has been resized

Returns

  • our Mesh
outputTarget: RenderTarget

RenderTarget content to use as an input

Accessors

Methods