135 lines
2.8 KiB
JavaScript
135 lines
2.8 KiB
JavaScript
import {
|
|
ShaderMaterial,
|
|
UniformsUtils
|
|
} from 'three';
|
|
import { Pass, FullScreenQuad } from './Pass.js';
|
|
import { HalftoneShader } from '../shaders/HalftoneShader.js';
|
|
|
|
/**
|
|
* Pass for creating a RGB halftone effect.
|
|
*
|
|
* ```js
|
|
* const params = {
|
|
* shape: 1,
|
|
* radius: 4,
|
|
* rotateR: Math.PI / 12,
|
|
* rotateB: Math.PI / 12 * 2,
|
|
* rotateG: Math.PI / 12 * 3,
|
|
* scatter: 0,
|
|
* blending: 1,
|
|
* blendingMode: 1,
|
|
* greyscale: false,
|
|
* disable: false
|
|
* };
|
|
* const halftonePass = new HalftonePass( params );
|
|
* composer.addPass( halftonePass );
|
|
* ```
|
|
*
|
|
* @augments Pass
|
|
* @three_import import { HalftonePass } from 'three/addons/postprocessing/HalftonePass.js';
|
|
*/
|
|
class HalftonePass extends Pass {
|
|
|
|
/**
|
|
* Constructs a new halftone pass.
|
|
*
|
|
* @param {Object} params - The halftone shader parameter.
|
|
*/
|
|
constructor( params ) {
|
|
|
|
super();
|
|
|
|
/**
|
|
* The pass uniforms.
|
|
*
|
|
* @type {Object}
|
|
*/
|
|
this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
|
|
|
|
/**
|
|
* The pass material.
|
|
*
|
|
* @type {ShaderMaterial}
|
|
*/
|
|
this.material = new ShaderMaterial( {
|
|
uniforms: this.uniforms,
|
|
fragmentShader: HalftoneShader.fragmentShader,
|
|
vertexShader: HalftoneShader.vertexShader
|
|
} );
|
|
|
|
|
|
for ( const key in params ) {
|
|
|
|
if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
|
|
|
|
this.uniforms[ key ].value = params[ key ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// internals
|
|
|
|
this._fsQuad = new FullScreenQuad( this.material );
|
|
|
|
}
|
|
|
|
/**
|
|
* Performs the halftone 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.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
|
|
|
if ( this.renderToScreen ) {
|
|
|
|
renderer.setRenderTarget( null );
|
|
this._fsQuad.render( renderer );
|
|
|
|
} else {
|
|
|
|
renderer.setRenderTarget( writeBuffer );
|
|
if ( this.clear ) renderer.clear();
|
|
this._fsQuad.render( renderer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the size of the pass.
|
|
*
|
|
* @param {number} width - The width to set.
|
|
* @param {number} height - The width to set.
|
|
*/
|
|
setSize( width, height ) {
|
|
|
|
this.uniforms.width.value = width;
|
|
this.uniforms.height.value = height;
|
|
|
|
}
|
|
|
|
/**
|
|
* 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 { HalftonePass };
|