three
Version:
JavaScript 3D library
73 lines (48 loc) • 1.81 kB
JavaScript
import {
ShaderMaterial,
UniformsUtils,
NoToneMapping,
LinearToneMapping,
ReinhardToneMapping,
CineonToneMapping,
ACESFilmicToneMapping
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { OutputShader } from '../shaders/OutputShader.js';
class OutputPass extends Pass {
constructor( toneMapping = NoToneMapping, toneMappingExposure = 1 ) {
super();
this.toneMapping = toneMapping;
this.toneMappingExposure = toneMappingExposure;
//
const shader = OutputShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
if ( toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
else if ( toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
else if ( toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
else if ( toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
this.fsQuad = new FullScreenQuad( this.material );
}
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'toneMappingExposure' ].value = this.toneMappingExposure;
if ( this.renderToScreen === true ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { OutputPass };