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- import {
- ColorManagement,
- RawShaderMaterial,
- UniformsUtils,
- LinearToneMapping,
- ReinhardToneMapping,
- CineonToneMapping,
- AgXToneMapping,
- ACESFilmicToneMapping,
- NeutralToneMapping,
- CustomToneMapping,
- SRGBTransfer
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { OutputShader } from '../shaders/OutputShader.js';
- /**
- * This pass is responsible for including tone mapping and color space conversion
- * into your pass chain. In most cases, this pass should be included at the end
- * of each pass chain. If a pass requires sRGB input (e.g. like FXAA), the pass
- * must follow `OutputPass` in the pass chain.
- *
- * The tone mapping and color space settings are extracted from the renderer.
- *
- * ```js
- * const outputPass = new OutputPass();
- * composer.addPass( outputPass );
- * ```
- *
- * @augments Pass
- * @three_import import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
- */
- class OutputPass extends Pass {
- /**
- * Constructs a new output pass.
- */
- constructor() {
- super();
- /**
- * The pass uniforms.
- *
- * @type {Object}
- */
- this.uniforms = UniformsUtils.clone( OutputShader.uniforms );
- /**
- * The pass material.
- *
- * @type {RawShaderMaterial}
- */
- this.material = new RawShaderMaterial( {
- name: OutputShader.name,
- uniforms: this.uniforms,
- vertexShader: OutputShader.vertexShader,
- fragmentShader: OutputShader.fragmentShader
- } );
- // internals
- this._fsQuad = new FullScreenQuad( this.material );
- this._outputColorSpace = null;
- this._toneMapping = null;
- }
- /**
- * Performs the output 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.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
- // rebuild defines if required
- if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
- this._outputColorSpace = renderer.outputColorSpace;
- this._toneMapping = renderer.toneMapping;
- this.material.defines = {};
- if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
- if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
- else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
- else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
- else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
- else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
- else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
- else if ( this._toneMapping === CustomToneMapping ) this.material.defines.CUSTOM_TONE_MAPPING = '';
- this.material.needsUpdate = true;
- }
- //
- if ( this.renderToScreen === true ) {
- renderer.setRenderTarget( null );
- this._fsQuad.render( renderer );
- } else {
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
- this._fsQuad.render( renderer );
- }
- }
- /**
- * 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 { OutputPass };
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