TexturePass.js 2.9 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { CopyShader } from '../shaders/CopyShader.js';
  7. /**
  8. * This pass can be used to render a texture over the entire screen.
  9. *
  10. * ```js
  11. * const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' );
  12. * texture.colorSpace = THREE.SRGBColorSpace;
  13. *
  14. * const texturePass = new TexturePass( texture );
  15. * composer.addPass( texturePass );
  16. * ```
  17. *
  18. * @augments Pass
  19. * @three_import import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';
  20. */
  21. class TexturePass extends Pass {
  22. /**
  23. * Constructs a new texture pass.
  24. *
  25. * @param {Texture} map - The texture to render.
  26. * @param {number} [opacity=1] - The opacity.
  27. */
  28. constructor( map, opacity = 1 ) {
  29. super();
  30. const shader = CopyShader;
  31. /**
  32. * The texture to render.
  33. *
  34. * @type {Texture}
  35. */
  36. this.map = map;
  37. /**
  38. * The opacity.
  39. *
  40. * @type {number}
  41. * @default 1
  42. */
  43. this.opacity = opacity;
  44. /**
  45. * Overwritten to disable the swap.
  46. *
  47. * @type {boolean}
  48. * @default false
  49. */
  50. this.needsSwap = false;
  51. /**
  52. * The pass uniforms.
  53. *
  54. * @type {Object}
  55. */
  56. this.uniforms = UniformsUtils.clone( shader.uniforms );
  57. /**
  58. * The pass material.
  59. *
  60. * @type {ShaderMaterial}
  61. */
  62. this.material = new ShaderMaterial( {
  63. uniforms: this.uniforms,
  64. vertexShader: shader.vertexShader,
  65. fragmentShader: shader.fragmentShader,
  66. depthTest: false,
  67. depthWrite: false,
  68. premultipliedAlpha: true
  69. } );
  70. // internals
  71. this._fsQuad = new FullScreenQuad( null );
  72. }
  73. /**
  74. * Performs the texture pass.
  75. *
  76. * @param {WebGLRenderer} renderer - The renderer.
  77. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  78. * destination for the pass.
  79. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  80. * previous pass from this buffer.
  81. * @param {number} deltaTime - The delta time in seconds.
  82. * @param {boolean} maskActive - Whether masking is active or not.
  83. */
  84. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  85. const oldAutoClear = renderer.autoClear;
  86. renderer.autoClear = false;
  87. this._fsQuad.material = this.material;
  88. this.uniforms[ 'opacity' ].value = this.opacity;
  89. this.uniforms[ 'tDiffuse' ].value = this.map;
  90. this.material.transparent = ( this.opacity < 1.0 );
  91. renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
  92. if ( this.clear ) renderer.clear();
  93. this._fsQuad.render( renderer );
  94. renderer.autoClear = oldAutoClear;
  95. }
  96. /**
  97. * Frees the GPU-related resources allocated by this instance. Call this
  98. * method whenever the pass is no longer used in your app.
  99. */
  100. dispose() {
  101. this.material.dispose();
  102. this._fsQuad.dispose();
  103. }
  104. }
  105. export { TexturePass };