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- ( function () {
- class Pass {
- constructor() {
- // if set to true, the pass is processed by the composer
- this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering
- this.needsSwap = true; // if set to true, the pass clears its buffer before rendering
- this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
- this.renderToScreen = false;
- }
- setSize() {}
- render() {
- console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
- }
- } // Helper for passes that need to fill the viewport with a single quad.
- const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); // https://github.com/mrdoob/three.js/pull/21358
- const _geometry = new THREE.BufferGeometry();
- _geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
- _geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
- class FullScreenQuad {
- constructor( material ) {
- this._mesh = new THREE.Mesh( _geometry, material );
- }
- dispose() {
- this._mesh.geometry.dispose();
- }
- render( renderer ) {
- renderer.render( this._mesh, _camera );
- }
- get material() {
- return this._mesh.material;
- }
- set material( value ) {
- this._mesh.material = value;
- }
- }
- THREE.FullScreenQuad = FullScreenQuad;
- THREE.Pass = Pass;
- } )();
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