three
Version:
JavaScript 3D library
131 lines (104 loc) • 2.83 kB
JavaScript
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 };