132 lines
2.9 KiB
JavaScript
132 lines
2.9 KiB
JavaScript
import {
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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/**
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* This pass can be used to render a texture over the entire screen.
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*
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* ```js
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* const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' );
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* texture.colorSpace = THREE.SRGBColorSpace;
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*
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* const texturePass = new TexturePass( texture );
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* composer.addPass( texturePass );
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* ```
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*
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* @augments Pass
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* @three_import import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';
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*/
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class TexturePass extends Pass {
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/**
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* Constructs a new texture pass.
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*
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* @param {Texture} map - The texture to render.
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* @param {number} [opacity=1] - The opacity.
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*/
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constructor( map, opacity = 1 ) {
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super();
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const shader = CopyShader;
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/**
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* The texture to render.
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*
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* @type {Texture}
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*/
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this.map = map;
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/**
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* The opacity.
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*
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* @type {number}
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* @default 1
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*/
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this.opacity = opacity;
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/**
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* Overwritten to disable the swap.
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*
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* @type {boolean}
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* @default false
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*/
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this.needsSwap = false;
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/**
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* The pass uniforms.
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*
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* @type {Object}
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*/
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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/**
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* The pass material.
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*
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* @type {ShaderMaterial}
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*/
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this.material = new ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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depthTest: false,
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depthWrite: false,
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premultipliedAlpha: true
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} );
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// internals
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this._fsQuad = new FullScreenQuad( null );
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}
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/**
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* Performs the texture pass.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this._fsQuad.material = this.material;
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this.uniforms[ 'opacity' ].value = this.opacity;
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this.uniforms[ 'tDiffuse' ].value = this.map;
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this.material.transparent = ( this.opacity < 1.0 );
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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if ( this.clear ) renderer.clear();
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this._fsQuad.render( renderer );
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renderer.autoClear = oldAutoClear;
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*/
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dispose() {
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this.material.dispose();
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this._fsQuad.dispose();
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}
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}
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export { TexturePass };
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