最新代码
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95
public/sdk/three/jsm/postprocessing/Pass.js
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95
public/sdk/three/jsm/postprocessing/Pass.js
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import {
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BufferGeometry,
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Float32BufferAttribute,
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OrthographicCamera,
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Mesh
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} from 'three';
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class Pass {
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constructor() {
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this.isPass = true;
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// if set to true, the pass is processed by the composer
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this.enabled = true;
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// if set to true, the pass indicates to swap read and write buffer after rendering
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this.needsSwap = true;
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// if set to true, the pass clears its buffer before rendering
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this.clear = false;
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// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
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this.renderToScreen = false;
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}
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setSize( /* width, height */ ) {}
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render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
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console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
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}
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dispose() {}
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}
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// Helper for passes that need to fill the viewport with a single quad.
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const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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// https://github.com/mrdoob/three.js/pull/21358
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class FullscreenTriangleGeometry extends BufferGeometry {
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constructor() {
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super();
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this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
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this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
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}
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}
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const _geometry = new FullscreenTriangleGeometry();
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class FullScreenQuad {
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constructor( material ) {
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this._mesh = new Mesh( _geometry, material );
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}
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dispose() {
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this._mesh.geometry.dispose();
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}
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render( renderer ) {
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renderer.render( this._mesh, _camera );
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}
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get material() {
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return this._mesh.material;
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}
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set material( value ) {
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this._mesh.material = value;
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}
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}
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export { Pass, FullScreenQuad };
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