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- import {
- ShaderMaterial,
- UniformsUtils
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { CopyShader } from '../shaders/CopyShader.js';
- /**
- * This pass can be used to render a texture over the entire screen.
- *
- * ```js
- * const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' );
- * texture.colorSpace = THREE.SRGBColorSpace;
- *
- * const texturePass = new TexturePass( texture );
- * composer.addPass( texturePass );
- * ```
- *
- * @augments Pass
- * @three_import import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';
- */
- class TexturePass extends Pass {
- /**
- * Constructs a new texture pass.
- *
- * @param {Texture} map - The texture to render.
- * @param {number} [opacity=1] - The opacity.
- */
- constructor( map, opacity = 1 ) {
- super();
- const shader = CopyShader;
- /**
- * The texture to render.
- *
- * @type {Texture}
- */
- this.map = map;
- /**
- * The opacity.
- *
- * @type {number}
- * @default 1
- */
- this.opacity = opacity;
- /**
- * Overwritten to disable the swap.
- *
- * @type {boolean}
- * @default false
- */
- this.needsSwap = false;
- /**
- * The pass uniforms.
- *
- * @type {Object}
- */
- this.uniforms = UniformsUtils.clone( shader.uniforms );
- /**
- * The pass material.
- *
- * @type {ShaderMaterial}
- */
- this.material = new ShaderMaterial( {
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- depthTest: false,
- depthWrite: false,
- premultipliedAlpha: true
- } );
- // internals
- this._fsQuad = new FullScreenQuad( null );
- }
- /**
- * Performs the texture 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 */ ) {
- const oldAutoClear = renderer.autoClear;
- renderer.autoClear = false;
- this._fsQuad.material = this.material;
- this.uniforms[ 'opacity' ].value = this.opacity;
- this.uniforms[ 'tDiffuse' ].value = this.map;
- this.material.transparent = ( this.opacity < 1.0 );
- renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
- if ( this.clear ) renderer.clear();
- this._fsQuad.render( renderer );
- renderer.autoClear = oldAutoClear;
- }
- /**
- * 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 { TexturePass };
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