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three

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JavaScript 3D library

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import { ColorManagement, RawShaderMaterial, UniformsUtils, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, AgXToneMapping, ACESFilmicToneMapping, NeutralToneMapping, CustomToneMapping, SRGBTransfer } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { OutputShader } from '../shaders/OutputShader.js'; /** * This pass is responsible for including tone mapping and color space conversion * into your pass chain. In most cases, this pass should be included at the end * of each pass chain. If a pass requires sRGB input (e.g. like FXAA), the pass * must follow `OutputPass` in the pass chain. * * The tone mapping and color space settings are extracted from the renderer. * * ```js * const outputPass = new OutputPass(); * composer.addPass( outputPass ); * ``` * * @augments Pass */ class OutputPass extends Pass { /** * Constructs a new output pass. */ constructor() { super(); /** * The pass uniforms. * * @type {Object} */ this.uniforms = UniformsUtils.clone( OutputShader.uniforms ); /** * The pass material. * * @type {RawShaderMaterial} */ this.material = new RawShaderMaterial( { name: OutputShader.name, uniforms: this.uniforms, vertexShader: OutputShader.vertexShader, fragmentShader: OutputShader.fragmentShader } ); // internals this._fsQuad = new FullScreenQuad( this.material ); this._outputColorSpace = null; this._toneMapping = null; } /** * Performs the output 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[ 'toneMappingExposure' ].value = renderer.toneMappingExposure; // rebuild defines if required if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) { this._outputColorSpace = renderer.outputColorSpace; this._toneMapping = renderer.toneMapping; this.material.defines = {}; if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = ''; if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = ''; else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = ''; else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = ''; else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = ''; else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = ''; else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = ''; else if ( this._toneMapping === CustomToneMapping ) this.material.defines.CUSTOM_TONE_MAPPING = ''; this.material.needsUpdate = true; } // 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 ); } } /** * 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 { OutputPass };