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three

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JavaScript 3D library

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import { ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { CopyShader } from '../shaders/CopyShader.js'; /** * This pass can be used to render a texture over the entire screen. * * ```js * const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' ); * texture.colorSpace = THREE.SRGBColorSpace; * * const texturePass = new TexturePass( texture ); * composer.addPass( texturePass ); * ``` * * @augments Pass */ class TexturePass extends Pass { /** * Constructs a new texture pass. * * @param {Texture} map - The texture to render. * @param {number} [opacity=1] - The opacity. */ constructor( map, opacity = 1 ) { super(); const shader = CopyShader; /** * The texture to render. * * @type {Texture} */ this.map = map; /** * The opacity. * * @type {number} * @default 1 */ this.opacity = opacity; /** * Overwritten to disable the swap. * * @type {boolean} * @default false */ this.needsSwap = false; /** * The pass uniforms. * * @type {Object} */ this.uniforms = UniformsUtils.clone( shader.uniforms ); /** * The pass material. * * @type {ShaderMaterial} */ this.material = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, depthTest: false, depthWrite: false, premultipliedAlpha: true } ); // internals this._fsQuad = new FullScreenQuad( null ); } /** * Performs the texture 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 */ ) { const oldAutoClear = renderer.autoClear; renderer.autoClear = false; this._fsQuad.material = this.material; this.uniforms[ 'opacity' ].value = this.opacity; this.uniforms[ 'tDiffuse' ].value = this.map; this.material.transparent = ( this.opacity < 1.0 ); renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); if ( this.clear ) renderer.clear(); this._fsQuad.render( renderer ); renderer.autoClear = oldAutoClear; } /** * 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 { TexturePass };