Buckets:
| import { | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { DotScreenShader } from '../shaders/DotScreenShader.js'; | |
| /** | |
| * Pass for creating a dot-screen effect. | |
| * | |
| * ```js | |
| * const pass = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 ); | |
| * composer.addPass( pass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { DotScreenPass } from 'three/addons/postprocessing/DotScreenPass.js'; | |
| */ | |
| class DotScreenPass extends Pass { | |
| /** | |
| * Constructs a new dot screen pass. | |
| * | |
| * @param {Vector2} center - The center point. | |
| * @param {number} angle - The rotation of the effect in radians. | |
| * @param {number} scale - The scale of the effect. A higher value means smaller dots. | |
| */ | |
| constructor( center, angle, scale ) { | |
| super(); | |
| /** | |
| * The pass uniforms. Use this object if you want to update the | |
| * `center`, `angle` or `scale` values at runtime. | |
| * ```js | |
| * pass.uniforms.center.value.copy( center ); | |
| * pass.uniforms.angle.value = 0; | |
| * pass.uniforms.scale.value = 0.5; | |
| * ``` | |
| * | |
| * @type {Object} | |
| */ | |
| this.uniforms = UniformsUtils.clone( DotScreenShader.uniforms ); | |
| if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center ); | |
| if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle; | |
| if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale; | |
| /** | |
| * The pass material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.material = new ShaderMaterial( { | |
| name: DotScreenShader.name, | |
| uniforms: this.uniforms, | |
| vertexShader: DotScreenShader.vertexShader, | |
| fragmentShader: DotScreenShader.fragmentShader | |
| } ); | |
| // internals | |
| this._fsQuad = new FullScreenQuad( this.material ); | |
| } | |
| /** | |
| * Performs the dot screen 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.uniforms[ 'tDiffuse' ].value = readBuffer.texture; | |
| this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height ); | |
| if ( this.renderToScreen ) { | |
| renderer.setRenderTarget( null ); | |
| this._fsQuad.render( renderer ); | |
| } else { | |
| renderer.setRenderTarget( writeBuffer ); | |
| if ( this.clear ) renderer.clear(); | |
| this._fsQuad.render( renderer ); | |
| } | |
| } | |
| /** | |
| * 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 { DotScreenPass }; | |
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