three
Version:
JavaScript 3D library
113 lines (86 loc) • 2.6 kB
JavaScript
import {
ShaderMaterial,
UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { FilmShader } from '../shaders/FilmShader.js';
/**
* This pass can be used to create a film grain effect.
*
* ```js
* const filmPass = new FilmPass();
* composer.addPass( filmPass );
* ```
*
* @augments Pass
*/
class FilmPass extends Pass {
/**
* Constructs a new film pass.
*
* @param {number} [intensity=0.5] - The grain intensity in the range `[0,1]` (0 = no effect, 1 = full effect).
* @param {boolean} [grayscale=false] - Whether to apply a grayscale effect or not.
*/
constructor( intensity = 0.5, grayscale = false ) {
super();
const shader = FilmShader;
/**
* The pass uniforms. Use this object if you want to update the
* `intensity` or `grayscale` values at runtime.
* ```js
* pass.uniforms.intensity.value = 1;
* pass.uniforms.grayscale.value = true;
* ```
*
* @type {Object}
*/
this.uniforms = UniformsUtils.clone( shader.uniforms );
/**
* The pass material.
*
* @type {ShaderMaterial}
*/
this.material = new ShaderMaterial( {
name: shader.name,
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.uniforms.intensity.value = intensity;
this.uniforms.grayscale.value = grayscale;
// internals
this._fsQuad = new FullScreenQuad( this.material );
}
/**
* Performs the film pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'time' ].value += deltaTime;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this.material.dispose();
this._fsQuad.dispose();
}
}
export { FilmPass };