TexturePass.js 2.8 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { CopyShader } from '../shaders/CopyShader.js';
  7. /**
  8. * This pass can be used to render a texture over the entire screen.
  9. *
  10. * ```js
  11. * const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' );
  12. * texture.colorSpace = THREE.SRGBColorSpace;
  13. *
  14. * const texturePass = new TexturePass( texture );
  15. * composer.addPass( texturePass );
  16. * ```
  17. *
  18. * @augments Pass
  19. */
  20. class TexturePass extends Pass {
  21. /**
  22. * Constructs a new texture pass.
  23. *
  24. * @param {Texture} map - The texture to render.
  25. * @param {number} [opacity=1] - The opacity.
  26. */
  27. constructor( map, opacity = 1 ) {
  28. super();
  29. const shader = CopyShader;
  30. /**
  31. * The texture to render.
  32. *
  33. * @type {Texture}
  34. */
  35. this.map = map;
  36. /**
  37. * The opacity.
  38. *
  39. * @type {number}
  40. * @default 1
  41. */
  42. this.opacity = opacity;
  43. /**
  44. * Overwritten to disable the swap.
  45. *
  46. * @type {boolean}
  47. * @default false
  48. */
  49. this.needsSwap = false;
  50. /**
  51. * The pass uniforms.
  52. *
  53. * @type {Object}
  54. */
  55. this.uniforms = UniformsUtils.clone( shader.uniforms );
  56. /**
  57. * The pass material.
  58. *
  59. * @type {ShaderMaterial}
  60. */
  61. this.material = new ShaderMaterial( {
  62. uniforms: this.uniforms,
  63. vertexShader: shader.vertexShader,
  64. fragmentShader: shader.fragmentShader,
  65. depthTest: false,
  66. depthWrite: false,
  67. premultipliedAlpha: true
  68. } );
  69. // internals
  70. this._fsQuad = new FullScreenQuad( null );
  71. }
  72. /**
  73. * Performs the texture pass.
  74. *
  75. * @param {WebGLRenderer} renderer - The renderer.
  76. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  77. * destination for the pass.
  78. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  79. * previous pass from this buffer.
  80. * @param {number} deltaTime - The delta time in seconds.
  81. * @param {boolean} maskActive - Whether masking is active or not.
  82. */
  83. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  84. const oldAutoClear = renderer.autoClear;
  85. renderer.autoClear = false;
  86. this._fsQuad.material = this.material;
  87. this.uniforms[ 'opacity' ].value = this.opacity;
  88. this.uniforms[ 'tDiffuse' ].value = this.map;
  89. this.material.transparent = ( this.opacity < 1.0 );
  90. renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
  91. if ( this.clear ) renderer.clear();
  92. this._fsQuad.render( renderer );
  93. renderer.autoClear = oldAutoClear;
  94. }
  95. /**
  96. * Frees the GPU-related resources allocated by this instance. Call this
  97. * method whenever the pass is no longer used in your app.
  98. */
  99. dispose() {
  100. this.material.dispose();
  101. this._fsQuad.dispose();
  102. }
  103. }
  104. export { TexturePass };
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