Buckets:
| import { | |
| ColorManagement, | |
| RawShaderMaterial, | |
| UniformsUtils, | |
| LinearToneMapping, | |
| ReinhardToneMapping, | |
| CineonToneMapping, | |
| AgXToneMapping, | |
| ACESFilmicToneMapping, | |
| NeutralToneMapping, | |
| CustomToneMapping, | |
| SRGBTransfer | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { OutputShader } from '../shaders/OutputShader.js'; | |
| /** | |
| * This pass is responsible for including tone mapping and color space conversion | |
| * into your pass chain. In most cases, this pass should be included at the end | |
| * of each pass chain. If a pass requires sRGB input (e.g. like FXAA), the pass | |
| * must follow `OutputPass` in the pass chain. | |
| * | |
| * The tone mapping and color space settings are extracted from the renderer. | |
| * | |
| * ```js | |
| * const outputPass = new OutputPass(); | |
| * composer.addPass( outputPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { OutputPass } from 'three/addons/postprocessing/OutputPass.js'; | |
| */ | |
| class OutputPass extends Pass { | |
| /** | |
| * Constructs a new output pass. | |
| */ | |
| constructor() { | |
| super(); | |
| /** | |
| * The pass uniforms. | |
| * | |
| * @type {Object} | |
| */ | |
| this.uniforms = UniformsUtils.clone( OutputShader.uniforms ); | |
| /** | |
| * The pass material. | |
| * | |
| * @type {RawShaderMaterial} | |
| */ | |
| this.material = new RawShaderMaterial( { | |
| name: OutputShader.name, | |
| uniforms: this.uniforms, | |
| vertexShader: OutputShader.vertexShader, | |
| fragmentShader: OutputShader.fragmentShader | |
| } ); | |
| // internals | |
| this._fsQuad = new FullScreenQuad( this.material ); | |
| this._outputColorSpace = null; | |
| this._toneMapping = null; | |
| } | |
| /** | |
| * Performs the output 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[ 'toneMappingExposure' ].value = renderer.toneMappingExposure; | |
| // rebuild defines if required | |
| if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) { | |
| this._outputColorSpace = renderer.outputColorSpace; | |
| this._toneMapping = renderer.toneMapping; | |
| this.material.defines = {}; | |
| if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = ''; | |
| if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = ''; | |
| else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = ''; | |
| else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = ''; | |
| else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = ''; | |
| else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = ''; | |
| else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = ''; | |
| else if ( this._toneMapping === CustomToneMapping ) this.material.defines.CUSTOM_TONE_MAPPING = ''; | |
| this.material.needsUpdate = true; | |
| } | |
| // | |
| if ( this.renderToScreen === true ) { | |
| renderer.setRenderTarget( null ); | |
| this._fsQuad.render( renderer ); | |
| } else { | |
| renderer.setRenderTarget( writeBuffer ); | |
| if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); | |
| 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 { OutputPass }; | |
Xet Storage Details
- Size:
- 4.03 kB
- Xet hash:
- 6d4d79eb7086b110f5898aeb9e478e1db13ed41094a1c471b409c816fcea5b82
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.