EffectComposer.js 5.8 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.EffectComposer = function ( renderer, renderTarget ) {
  5. this.renderer = renderer;
  6. if ( renderTarget === undefined ) {
  7. var parameters = {
  8. minFilter: THREE.LinearFilter,
  9. magFilter: THREE.LinearFilter,
  10. format: THREE.RGBAFormat,
  11. stencilBuffer: false
  12. };
  13. var size = renderer.getSize( new THREE.Vector2() );
  14. this._pixelRatio = renderer.getPixelRatio();
  15. this._width = size.width;
  16. this._height = size.height;
  17. renderTarget = new THREE.WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters );
  18. renderTarget.texture.name = 'EffectComposer.rt1';
  19. } else {
  20. this._pixelRatio = 1;
  21. this._width = renderTarget.width;
  22. this._height = renderTarget.height;
  23. }
  24. this.renderTarget1 = renderTarget;
  25. this.renderTarget2 = renderTarget.clone();
  26. this.renderTarget2.texture.name = 'EffectComposer.rt2';
  27. this.writeBuffer = this.renderTarget1;
  28. this.readBuffer = this.renderTarget2;
  29. this.renderToScreen = true;
  30. this.passes = [];
  31. // dependencies
  32. if ( THREE.CopyShader === undefined ) {
  33. console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );
  34. }
  35. if ( THREE.ShaderPass === undefined ) {
  36. console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );
  37. }
  38. this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
  39. this._previousFrameTime = Date.now();
  40. };
  41. Object.assign( THREE.EffectComposer.prototype, {
  42. swapBuffers: function () {
  43. var tmp = this.readBuffer;
  44. this.readBuffer = this.writeBuffer;
  45. this.writeBuffer = tmp;
  46. },
  47. addPass: function ( pass ) {
  48. this.passes.push( pass );
  49. var size = this.renderer.getDrawingBufferSize( new THREE.Vector2() );
  50. pass.setSize( size.width, size.height );
  51. },
  52. insertPass: function ( pass, index ) {
  53. this.passes.splice( index, 0, pass );
  54. },
  55. isLastEnabledPass: function ( passIndex ) {
  56. for ( var i = passIndex + 1; i < this.passes.length; i ++ ) {
  57. if ( this.passes[ i ].enabled ) {
  58. return false;
  59. }
  60. }
  61. return true;
  62. },
  63. render: function ( deltaTime ) {
  64. // deltaTime value is in seconds
  65. if ( deltaTime === undefined ) {
  66. deltaTime = ( Date.now() - this._previousFrameTime ) * 0.001;
  67. }
  68. this._previousFrameTime = Date.now();
  69. var currentRenderTarget = this.renderer.getRenderTarget();
  70. var maskActive = false;
  71. var pass, i, il = this.passes.length;
  72. for ( i = 0; i < il; i ++ ) {
  73. pass = this.passes[ i ];
  74. if ( pass.enabled === false ) continue;
  75. pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
  76. pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
  77. if ( pass.needsSwap ) {
  78. if ( maskActive ) {
  79. var context = this.renderer.context;
  80. context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
  81. this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
  82. context.stencilFunc( context.EQUAL, 1, 0xffffffff );
  83. }
  84. this.swapBuffers();
  85. }
  86. if ( THREE.MaskPass !== undefined ) {
  87. if ( pass instanceof THREE.MaskPass ) {
  88. maskActive = true;
  89. } else if ( pass instanceof THREE.ClearMaskPass ) {
  90. maskActive = false;
  91. }
  92. }
  93. }
  94. this.renderer.setRenderTarget( currentRenderTarget );
  95. },
  96. reset: function ( renderTarget ) {
  97. if ( renderTarget === undefined ) {
  98. var size = this.renderer.getSize( new THREE.Vector2() );
  99. this._pixelRatio = this.renderer.getPixelRatio();
  100. this._width = size.width;
  101. this._height = size.height;
  102. renderTarget = this.renderTarget1.clone();
  103. renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
  104. }
  105. this.renderTarget1.dispose();
  106. this.renderTarget2.dispose();
  107. this.renderTarget1 = renderTarget;
  108. this.renderTarget2 = renderTarget.clone();
  109. this.writeBuffer = this.renderTarget1;
  110. this.readBuffer = this.renderTarget2;
  111. },
  112. setSize: function ( width, height ) {
  113. this._width = width;
  114. this._height = height;
  115. var effectiveWidth = this._width * this._pixelRatio;
  116. var effectiveHeight = this._height * this._pixelRatio;
  117. this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
  118. this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
  119. for ( var i = 0; i < this.passes.length; i ++ ) {
  120. this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
  121. }
  122. },
  123. setPixelRatio: function ( pixelRatio ) {
  124. this._pixelRatio = pixelRatio;
  125. this.setSize( this._width, this._height );
  126. }
  127. } );
  128. THREE.Pass = function () {
  129. // if set to true, the pass is processed by the composer
  130. this.enabled = true;
  131. // if set to true, the pass indicates to swap read and write buffer after rendering
  132. this.needsSwap = true;
  133. // if set to true, the pass clears its buffer before rendering
  134. this.clear = false;
  135. // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
  136. this.renderToScreen = false;
  137. };
  138. Object.assign( THREE.Pass.prototype, {
  139. setSize: function ( width, height ) {},
  140. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  141. console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
  142. }
  143. } );
  144. // Helper for passes that need to fill the viewport with a single quad.
  145. THREE.Pass.FullScreenQuad = ( function () {
  146. var camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  147. var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
  148. var FullScreenQuad = function ( material ) {
  149. this._mesh = new THREE.Mesh( geometry, material );
  150. };
  151. Object.defineProperty( FullScreenQuad.prototype, 'material', {
  152. get: function () {
  153. return this._mesh.material;
  154. },
  155. set: function ( value ) {
  156. this._mesh.material = value;
  157. }
  158. } );
  159. Object.assign( FullScreenQuad.prototype, {
  160. render: function ( renderer ) {
  161. renderer.render( this._mesh, camera );
  162. }
  163. } );
  164. return FullScreenQuad;
  165. } )();