DotScreenPass.js 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113
  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { DotScreenShader } from '../shaders/DotScreenShader.js';
  7. /**
  8. * Pass for creating a dot-screen effect.
  9. *
  10. * ```js
  11. * const pass = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  12. * composer.addPass( pass );
  13. * ```
  14. *
  15. * @augments Pass
  16. */
  17. class DotScreenPass extends Pass {
  18. /**
  19. * Constructs a new dot screen pass.
  20. *
  21. * @param {Vector2} center - The center point.
  22. * @param {number} angle - The rotation of the effect in radians.
  23. * @param {number} scale - The scale of the effect. A higher value means smaller dots.
  24. */
  25. constructor( center, angle, scale ) {
  26. super();
  27. /**
  28. * The pass uniforms. Use this object if you want to update the
  29. * `center`, `angle` or `scale` values at runtime.
  30. * ```js
  31. * pass.uniforms.center.value.copy( center );
  32. * pass.uniforms.angle.value = 0;
  33. * pass.uniforms.scale.value = 0.5;
  34. * ```
  35. *
  36. * @type {Object}
  37. */
  38. this.uniforms = UniformsUtils.clone( DotScreenShader.uniforms );
  39. if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
  40. if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
  41. if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
  42. /**
  43. * The pass material.
  44. *
  45. * @type {ShaderMaterial}
  46. */
  47. this.material = new ShaderMaterial( {
  48. name: DotScreenShader.name,
  49. uniforms: this.uniforms,
  50. vertexShader: DotScreenShader.vertexShader,
  51. fragmentShader: DotScreenShader.fragmentShader
  52. } );
  53. // internals
  54. this._fsQuad = new FullScreenQuad( this.material );
  55. }
  56. /**
  57. * Performs the dot screen pass.
  58. *
  59. * @param {WebGLRenderer} renderer - The renderer.
  60. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  61. * destination for the pass.
  62. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  63. * previous pass from this buffer.
  64. * @param {number} deltaTime - The delta time in seconds.
  65. * @param {boolean} maskActive - Whether masking is active or not.
  66. */
  67. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  68. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  69. this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
  70. if ( this.renderToScreen ) {
  71. renderer.setRenderTarget( null );
  72. this._fsQuad.render( renderer );
  73. } else {
  74. renderer.setRenderTarget( writeBuffer );
  75. if ( this.clear ) renderer.clear();
  76. this._fsQuad.render( renderer );
  77. }
  78. }
  79. /**
  80. * Frees the GPU-related resources allocated by this instance. Call this
  81. * method whenever the pass is no longer used in your app.
  82. */
  83. dispose() {
  84. this.material.dispose();
  85. this._fsQuad.dispose();
  86. }
  87. }
  88. export { DotScreenPass };
粤ICP备19079148号