EffectComposer.js 6.1 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. import {
  5. Clock,
  6. LinearFilter,
  7. Mesh,
  8. OrthographicCamera,
  9. PlaneBufferGeometry,
  10. RGBAFormat,
  11. Vector2,
  12. WebGLRenderTarget
  13. } from "../../../build/three.module.js";
  14. import { CopyShader } from "../shaders/CopyShader.js";
  15. import { ShaderPass } from "../postprocessing/ShaderPass.js";
  16. import { MaskPass } from "../postprocessing/MaskPass.js";
  17. import { ClearMaskPass } from "../postprocessing/MaskPass.js";
  18. var EffectComposer = function ( renderer, renderTarget ) {
  19. this.renderer = renderer;
  20. if ( renderTarget === undefined ) {
  21. var parameters = {
  22. minFilter: LinearFilter,
  23. magFilter: LinearFilter,
  24. format: RGBAFormat,
  25. stencilBuffer: false
  26. };
  27. var size = renderer.getSize( new Vector2() );
  28. this._pixelRatio = renderer.getPixelRatio();
  29. this._width = size.width;
  30. this._height = size.height;
  31. renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters );
  32. renderTarget.texture.name = 'EffectComposer.rt1';
  33. } else {
  34. this._pixelRatio = 1;
  35. this._width = renderTarget.width;
  36. this._height = renderTarget.height;
  37. }
  38. this.renderTarget1 = renderTarget;
  39. this.renderTarget2 = renderTarget.clone();
  40. this.renderTarget2.texture.name = 'EffectComposer.rt2';
  41. this.writeBuffer = this.renderTarget1;
  42. this.readBuffer = this.renderTarget2;
  43. this.renderToScreen = true;
  44. this.passes = [];
  45. // dependencies
  46. if ( CopyShader === undefined ) {
  47. console.error( 'THREE.EffectComposer relies on CopyShader' );
  48. }
  49. if ( ShaderPass === undefined ) {
  50. console.error( 'THREE.EffectComposer relies on ShaderPass' );
  51. }
  52. this.copyPass = new ShaderPass( CopyShader );
  53. this.clock = new Clock();
  54. };
  55. Object.assign( EffectComposer.prototype, {
  56. swapBuffers: function () {
  57. var tmp = this.readBuffer;
  58. this.readBuffer = this.writeBuffer;
  59. this.writeBuffer = tmp;
  60. },
  61. addPass: function ( pass ) {
  62. this.passes.push( pass );
  63. var size = this.renderer.getDrawingBufferSize( new Vector2() );
  64. pass.setSize( size.width, size.height );
  65. },
  66. insertPass: function ( pass, index ) {
  67. this.passes.splice( index, 0, pass );
  68. },
  69. isLastEnabledPass: function ( passIndex ) {
  70. for ( var i = passIndex + 1; i < this.passes.length; i ++ ) {
  71. if ( this.passes[ i ].enabled ) {
  72. return false;
  73. }
  74. }
  75. return true;
  76. },
  77. render: function ( deltaTime ) {
  78. // deltaTime value is in seconds
  79. if ( deltaTime === undefined ) {
  80. deltaTime = this.clock.getDelta();
  81. }
  82. var currentRenderTarget = this.renderer.getRenderTarget();
  83. var maskActive = false;
  84. var pass, i, il = this.passes.length;
  85. for ( i = 0; i < il; i ++ ) {
  86. pass = this.passes[ i ];
  87. if ( pass.enabled === false ) continue;
  88. pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
  89. pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
  90. if ( pass.needsSwap ) {
  91. if ( maskActive ) {
  92. var context = this.renderer.getContext();
  93. context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff ); // avoid direct gl calls
  94. this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
  95. context.stencilFunc( context.EQUAL, 1, 0xffffffff ); // avoid direct gl calls
  96. }
  97. this.swapBuffers();
  98. }
  99. if ( MaskPass !== undefined ) {
  100. if ( pass instanceof MaskPass ) {
  101. maskActive = true;
  102. } else if ( pass instanceof ClearMaskPass ) {
  103. maskActive = false;
  104. }
  105. }
  106. }
  107. this.renderer.setRenderTarget( currentRenderTarget );
  108. },
  109. reset: function ( renderTarget ) {
  110. if ( renderTarget === undefined ) {
  111. var size = this.renderer.getSize( new Vector2() );
  112. this._pixelRatio = this.renderer.getPixelRatio();
  113. this._width = size.width;
  114. this._height = size.height;
  115. renderTarget = this.renderTarget1.clone();
  116. renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
  117. }
  118. this.renderTarget1.dispose();
  119. this.renderTarget2.dispose();
  120. this.renderTarget1 = renderTarget;
  121. this.renderTarget2 = renderTarget.clone();
  122. this.writeBuffer = this.renderTarget1;
  123. this.readBuffer = this.renderTarget2;
  124. },
  125. setSize: function ( width, height ) {
  126. this._width = width;
  127. this._height = height;
  128. var effectiveWidth = this._width * this._pixelRatio;
  129. var effectiveHeight = this._height * this._pixelRatio;
  130. this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
  131. this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
  132. for ( var i = 0; i < this.passes.length; i ++ ) {
  133. this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
  134. }
  135. },
  136. setPixelRatio: function ( pixelRatio ) {
  137. this._pixelRatio = pixelRatio;
  138. this.setSize( this._width, this._height );
  139. }
  140. } );
  141. var Pass = function () {
  142. // if set to true, the pass is processed by the composer
  143. this.enabled = true;
  144. // if set to true, the pass indicates to swap read and write buffer after rendering
  145. this.needsSwap = true;
  146. // if set to true, the pass clears its buffer before rendering
  147. this.clear = false;
  148. // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
  149. this.renderToScreen = false;
  150. };
  151. Object.assign( Pass.prototype, {
  152. setSize: function ( /* width, height */ ) {},
  153. render: function ( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
  154. console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
  155. }
  156. } );
  157. // Helper for passes that need to fill the viewport with a single quad.
  158. Pass.FullScreenQuad = ( function () {
  159. var camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  160. var geometry = new PlaneBufferGeometry( 2, 2 );
  161. var FullScreenQuad = function ( material ) {
  162. this._mesh = new Mesh( geometry, material );
  163. };
  164. Object.defineProperty( FullScreenQuad.prototype, 'material', {
  165. get: function () {
  166. return this._mesh.material;
  167. },
  168. set: function ( value ) {
  169. this._mesh.material = value;
  170. }
  171. } );
  172. Object.assign( FullScreenQuad.prototype, {
  173. render: function ( renderer ) {
  174. renderer.render( this._mesh, camera );
  175. }
  176. } );
  177. return FullScreenQuad;
  178. } )();
  179. export { EffectComposer, Pass };