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@openhps/core

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Open Hybrid Positioning System - Core component

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import { BufferGeometry } from '../../core/BufferGeometry.js'; import { Float32BufferAttribute } from '../../core/BufferAttribute.js'; import { Mesh } from '../../objects/Mesh.js'; import { OrthographicCamera } from '../../cameras/OrthographicCamera.js'; const _camera = /*@__PURE__*/new OrthographicCamera(-1, 1, 1, -1, 0, 1); /** * The purpose of this special geometry is to fill the entire viewport with a single triangle. * * Reference: {@link https://github.com/mrdoob/three.js/pull/21358} * * @private * @augments BufferGeometry */ class QuadGeometry extends BufferGeometry { /** * Constructs a new quad geometry. * * @param {boolean} [flipY=false] - Whether the uv coordinates should be flipped along the vertical axis or not. */ constructor(flipY = false) { super(); const uv = flipY === false ? [0, -1, 0, 1, 2, 1] : [0, 2, 0, 0, 2, 0]; this.setAttribute('position', new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3)); this.setAttribute('uv', new Float32BufferAttribute(uv, 2)); } } const _geometry = /*@__PURE__*/new QuadGeometry(); /** * This module is a helper for passes which need to render a full * screen effect which is quite common in context of post processing. * * The intended usage is to reuse a single quad mesh for rendering * subsequent passes by just reassigning the `material` reference. * * Note: This module can only be used with `WebGPURenderer`. * * @augments Mesh */ class QuadMesh extends Mesh { /** * Constructs a new quad mesh. * * @param {?Material} [material=null] - The material to render the quad mesh with. */ constructor(material = null) { super(_geometry, material); /** * The camera to render the quad mesh with. * * @type {OrthographicCamera} * @readonly */ this.camera = _camera; /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isQuadMesh = true; } /** * Async version of `render()`. * * @async * @param {Renderer} renderer - The renderer. * @return {Promise} A Promise that resolves when the render has been finished. */ async renderAsync(renderer) { return renderer.renderAsync(this, _camera); } /** * Renders the quad mesh * * @param {Renderer} renderer - The renderer. */ render(renderer) { renderer.render(this, _camera); } } export default QuadMesh;