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- import {
- ShaderMaterial,
- UniformsUtils
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { HalftoneShader } from '../shaders/HalftoneShader.js';
- /**
- * Pass for creating a RGB halftone effect.
- *
- * ```js
- * const params = {
- * shape: 1,
- * radius: 4,
- * rotateR: Math.PI / 12,
- * rotateB: Math.PI / 12 * 2,
- * rotateG: Math.PI / 12 * 3,
- * scatter: 0,
- * blending: 1,
- * blendingMode: 1,
- * greyscale: false,
- * disable: false
- * };
- * const halftonePass = new HalftonePass( params );
- * composer.addPass( halftonePass );
- * ```
- *
- * @augments Pass
- * @three_import import { HalftonePass } from 'three/addons/postprocessing/HalftonePass.js';
- */
- class HalftonePass extends Pass {
- /**
- * Constructs a new halftone pass.
- *
- * @param {Object} params - The halftone shader parameter.
- */
- constructor( params ) {
- super();
- /**
- * The pass uniforms.
- *
- * @type {Object}
- */
- this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
- /**
- * The pass material.
- *
- * @type {ShaderMaterial}
- */
- this.material = new ShaderMaterial( {
- uniforms: this.uniforms,
- fragmentShader: HalftoneShader.fragmentShader,
- vertexShader: HalftoneShader.vertexShader
- } );
- for ( const key in params ) {
- if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
- this.uniforms[ key ].value = params[ key ];
- }
- }
- // internals
- this._fsQuad = new FullScreenQuad( this.material );
- }
- /**
- * Performs the halftone pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
- this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
- if ( this.renderToScreen ) {
- renderer.setRenderTarget( null );
- this._fsQuad.render( renderer );
- } else {
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear();
- this._fsQuad.render( renderer );
- }
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this.uniforms.width.value = width;
- this.uniforms.height.value = height;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this.material.dispose();
- this._fsQuad.dispose();
- }
- }
- export { HalftonePass };
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