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 };
							 |