three
Version:
JavaScript 3D library
127 lines (97 loc) • 3.1 kB
JavaScript
import { BufferGeometry } from '../../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../../core/BufferAttribute.js';
import { Mesh } from '../../objects/Mesh.js';
import { OrthographicCamera } from '../../cameras/OrthographicCamera.js';
import { vec4, array } from '../../nodes/tsl/TSLBase.js';
import { vertexIndex } from '../../nodes/core/IndexNode.js';
import { warnOnce } from '../../utils.js';
const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
/**
* The purpose of this special geometry is to fill the entire viewport with a single triangle.
*
* Reference: {@link https://github.com/mrdoob/three.js/pull/21358}
*
* @private
* @augments BufferGeometry
*/
class QuadGeometry extends BufferGeometry {
/**
* Constructs a new quad geometry.
*
* @param {boolean} [flipY=false] - Whether the uv coordinates should be flipped along the vertical axis or not.
*/
constructor( flipY = false ) {
super();
const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
}
}
const _geometry = /*@__PURE__*/ new QuadGeometry();
const _vertexNode = /*@__PURE__*/ vec4(
array( [ - 1.0, - 1.0, 3.0 ] ).element( vertexIndex ),
array( [ 3.0, - 1.0, - 1.0 ] ).element( vertexIndex ),
0.0,
1.0
);
/**
* This module is a helper for passes which need to render a full
* screen effect which is quite common in context of post processing.
*
* The intended usage is to reuse a single quad mesh for rendering
* subsequent passes by just reassigning the `material` reference.
*
* Note: This module can only be used with `WebGPURenderer`.
*
* @augments Mesh
*/
class QuadMesh extends Mesh {
/**
* Constructs a new quad mesh.
*
* @param {NodeMaterial} material - The material to render the quad mesh with.
*/
constructor( material ) {
super( _geometry, material );
/**
* The camera to render the quad mesh with.
*
* @type {OrthographicCamera}
* @readonly
*/
this.camera = _camera;
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isQuadMesh = true;
}
/**
* Async version of `render()`.
*
* @async
* @deprecated
* @param {Renderer} renderer - The renderer.
* @return {Promise} A Promise that resolves when the render has been finished.
*/
async renderAsync( renderer ) {
warnOnce( 'QuadMesh: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
await renderer.init();
renderer.render( this, _camera );
}
/**
* Renders the quad mesh
*
* @param {Renderer} renderer - The renderer.
*/
render( renderer ) {
const previousVertexNode = this.material.vertexNode;
this.material.vertexNode = _vertexNode;
renderer.render( this, _camera );
this.material.vertexNode = previousVertexNode;
}
}
export default QuadMesh;