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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.' );
}
dispose() {}
}
// 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;
} )();