FilmPass.js 2.5 KB

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