140 lines
3.9 KiB
JavaScript
140 lines
3.9 KiB
JavaScript
import {
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ColorManagement,
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RawShaderMaterial,
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UniformsUtils,
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LinearToneMapping,
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ReinhardToneMapping,
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CineonToneMapping,
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AgXToneMapping,
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ACESFilmicToneMapping,
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NeutralToneMapping,
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CustomToneMapping,
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SRGBTransfer
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { OutputShader } from '../shaders/OutputShader.js';
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/**
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* This pass is responsible for including tone mapping and color space conversion
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* into your pass chain. In most cases, this pass should be included at the end
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* of each pass chain. If a pass requires sRGB input (e.g. like FXAA), the pass
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* must follow `OutputPass` in the pass chain.
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*
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* The tone mapping and color space settings are extracted from the renderer.
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*
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* ```js
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* const outputPass = new OutputPass();
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* composer.addPass( outputPass );
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* ```
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*
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* @augments Pass
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* @three_import import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
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*/
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class OutputPass extends Pass {
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/**
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* Constructs a new output pass.
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*/
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constructor() {
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super();
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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( OutputShader.uniforms );
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/**
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* The pass material.
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*
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* @type {RawShaderMaterial}
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*/
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this.material = new RawShaderMaterial( {
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name: OutputShader.name,
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uniforms: this.uniforms,
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vertexShader: OutputShader.vertexShader,
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fragmentShader: OutputShader.fragmentShader
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} );
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// internals
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this._fsQuad = new FullScreenQuad( this.material );
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this._outputColorSpace = null;
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this._toneMapping = null;
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}
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/**
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* Performs the output 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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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
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// rebuild defines if required
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if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
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this._outputColorSpace = renderer.outputColorSpace;
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this._toneMapping = renderer.toneMapping;
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this.material.defines = {};
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if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
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if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
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else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
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else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
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else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
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else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
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else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
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else if ( this._toneMapping === CustomToneMapping ) this.material.defines.CUSTOM_TONE_MAPPING = '';
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this.material.needsUpdate = true;
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}
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//
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if ( this.renderToScreen === true ) {
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renderer.setRenderTarget( null );
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this._fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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this._fsQuad.render( renderer );
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}
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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 { OutputPass };
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