Buckets:
| 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 }; | |
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