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- ( function () {
- function Pass() {
- // 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;
- }
- Object.assign( Pass.prototype, {
- setSize: function ( ) {},
- render: function ( ) {
- console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
- }
- } ); // Helper for passes that need to fill the viewport with a single quad.
- // Important: It's actually a hack to put FullScreenQuad into the Pass namespace. This is only
- // done to make examples/js code work. Normally, FullScreenQuad should be exported
- // from this module like Pass.
- Pass.FullScreenQuad = function () {
- var camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); // https://github.com/mrdoob/three.js/pull/21358
- var 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 ) );
- var FullScreenQuad = function ( material ) {
- this._mesh = new THREE.Mesh( geometry, material );
- };
- Object.defineProperty( FullScreenQuad.prototype, 'material', {
- get: function () {
- return this._mesh.material;
- },
- set: function ( value ) {
- this._mesh.material = value;
- }
- } );
- Object.assign( FullScreenQuad.prototype, {
- dispose: function () {
- this._mesh.geometry.dispose();
- },
- render: function ( renderer ) {
- renderer.render( this._mesh, camera );
- }
- } );
- return FullScreenQuad;
- }();
- THREE.Pass = Pass;
- } )();
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