Buckets:
| import { | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| /** | |
| * This pass can be used to render a texture over the entire screen. | |
| * | |
| * ```js | |
| * const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' ); | |
| * texture.colorSpace = THREE.SRGBColorSpace; | |
| * | |
| * const texturePass = new TexturePass( texture ); | |
| * composer.addPass( texturePass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { TexturePass } from 'three/addons/postprocessing/TexturePass.js'; | |
| */ | |
| class TexturePass extends Pass { | |
| /** | |
| * Constructs a new texture pass. | |
| * | |
| * @param {Texture} map - The texture to render. | |
| * @param {number} [opacity=1] - The opacity. | |
| */ | |
| constructor( map, opacity = 1 ) { | |
| super(); | |
| const shader = CopyShader; | |
| /** | |
| * The texture to render. | |
| * | |
| * @type {Texture} | |
| */ | |
| this.map = map; | |
| /** | |
| * The opacity. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.opacity = opacity; | |
| /** | |
| * Overwritten to disable the swap. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.needsSwap = false; | |
| /** | |
| * The pass uniforms. | |
| * | |
| * @type {Object} | |
| */ | |
| this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
| /** | |
| * The pass material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.material = new ShaderMaterial( { | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader, | |
| depthTest: false, | |
| depthWrite: false, | |
| premultipliedAlpha: true | |
| } ); | |
| // internals | |
| this._fsQuad = new FullScreenQuad( null ); | |
| } | |
| /** | |
| * Performs the texture 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 */ ) { | |
| const oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| this._fsQuad.material = this.material; | |
| this.uniforms[ 'opacity' ].value = this.opacity; | |
| this.uniforms[ 'tDiffuse' ].value = this.map; | |
| this.material.transparent = ( this.opacity < 1.0 ); | |
| renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); | |
| if ( this.clear ) renderer.clear(); | |
| this._fsQuad.render( renderer ); | |
| renderer.autoClear = oldAutoClear; | |
| } | |
| /** | |
| * 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 { TexturePass }; | |
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