FilmPass.js 2.6 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { FilmShader } from '../shaders/FilmShader.js';
  7. /**
  8. * This pass can be used to create a film grain effect.
  9. *
  10. * ```js
  11. * const filmPass = new FilmPass();
  12. * composer.addPass( filmPass );
  13. * ```
  14. *
  15. * @augments Pass
  16. * @three_import import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
  17. */
  18. class FilmPass extends Pass {
  19. /**
  20. * Constructs a new film pass.
  21. *
  22. * @param {number} [intensity=0.5] - The grain intensity in the range `[0,1]` (0 = no effect, 1 = full effect).
  23. * @param {boolean} [grayscale=false] - Whether to apply a grayscale effect or not.
  24. */
  25. constructor( intensity = 0.5, grayscale = false ) {
  26. super();
  27. const shader = FilmShader;
  28. /**
  29. * The pass uniforms. Use this object if you want to update the
  30. * `intensity` or `grayscale` values at runtime.
  31. * ```js
  32. * pass.uniforms.intensity.value = 1;
  33. * pass.uniforms.grayscale.value = true;
  34. * ```
  35. *
  36. * @type {Object}
  37. */
  38. this.uniforms = UniformsUtils.clone( shader.uniforms );
  39. /**
  40. * The pass material.
  41. *
  42. * @type {ShaderMaterial}
  43. */
  44. this.material = new ShaderMaterial( {
  45. name: shader.name,
  46. uniforms: this.uniforms,
  47. vertexShader: shader.vertexShader,
  48. fragmentShader: shader.fragmentShader
  49. } );
  50. this.uniforms.intensity.value = intensity;
  51. this.uniforms.grayscale.value = grayscale;
  52. // internals
  53. this._fsQuad = new FullScreenQuad( this.material );
  54. }
  55. /**
  56. * Performs the film pass.
  57. *
  58. * @param {WebGLRenderer} renderer - The renderer.
  59. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  60. * destination for the pass.
  61. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  62. * previous pass from this buffer.
  63. * @param {number} deltaTime - The delta time in seconds.
  64. * @param {boolean} maskActive - Whether masking is active or not.
  65. */
  66. render( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {
  67. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  68. this.uniforms[ 'time' ].value += deltaTime;
  69. if ( this.renderToScreen ) {
  70. renderer.setRenderTarget( null );
  71. this._fsQuad.render( renderer );
  72. } else {
  73. renderer.setRenderTarget( writeBuffer );
  74. if ( this.clear ) renderer.clear();
  75. this._fsQuad.render( renderer );
  76. }
  77. }
  78. /**
  79. * Frees the GPU-related resources allocated by this instance. Call this
  80. * method whenever the pass is no longer used in your app.
  81. */
  82. dispose() {
  83. this.material.dispose();
  84. this._fsQuad.dispose();
  85. }
  86. }
  87. export { FilmPass };