96 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			96 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BufferGeometry, | ||
|  | 	Float32BufferAttribute, | ||
|  | 	OrthographicCamera, | ||
|  | 	Mesh | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | class Pass { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		this.isPass = true; | ||
|  | 
 | ||
|  | 		// if set to true, the pass is processed by the composer
 | ||
|  | 		this.enabled = true; | ||
|  | 
 | ||
|  | 		// if set to true, the pass indicates to swap read and write buffer after rendering
 | ||
|  | 		this.needsSwap = true; | ||
|  | 
 | ||
|  | 		// if set to true, the pass clears its buffer before rendering
 | ||
|  | 		this.clear = false; | ||
|  | 
 | ||
|  | 		// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
 | ||
|  | 		this.renderToScreen = false; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setSize( /* width, height */ ) {} | ||
|  | 
 | ||
|  | 	render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) { | ||
|  | 
 | ||
|  | 		console.error( 'THREE.Pass: .render() must be implemented in derived pass.' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	dispose() {} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // Helper for passes that need to fill the viewport with a single quad.
 | ||
|  | 
 | ||
|  | const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); | ||
|  | 
 | ||
|  | // https://github.com/mrdoob/three.js/pull/21358
 | ||
|  | 
 | ||
|  | class FullscreenTriangleGeometry extends BufferGeometry { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) ); | ||
|  | 		this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | const _geometry = new FullscreenTriangleGeometry(); | ||
|  | 
 | ||
|  | class FullScreenQuad { | ||
|  | 
 | ||
|  | 	constructor( material ) { | ||
|  | 
 | ||
|  | 		this._mesh = new Mesh( _geometry, material ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	dispose() { | ||
|  | 
 | ||
|  | 		this._mesh.geometry.dispose(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	render( renderer ) { | ||
|  | 
 | ||
|  | 		renderer.render( this._mesh, _camera ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	get material() { | ||
|  | 
 | ||
|  | 		return this._mesh.material; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	set material( value ) { | ||
|  | 
 | ||
|  | 		this._mesh.material = value; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { Pass, FullScreenQuad }; |