EffectComposer.js 6.2 KB

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  1. import {
  2. Clock,
  3. LinearFilter,
  4. Mesh,
  5. OrthographicCamera,
  6. PlaneBufferGeometry,
  7. RGBAFormat,
  8. Vector2,
  9. WebGLRenderTarget
  10. } from "../../../build/three.module.js";
  11. import { CopyShader } from "../shaders/CopyShader.js";
  12. import { ShaderPass } from "../postprocessing/ShaderPass.js";
  13. import { MaskPass } from "../postprocessing/MaskPass.js";
  14. import { ClearMaskPass } from "../postprocessing/MaskPass.js";
  15. var EffectComposer = function ( renderer, renderTarget ) {
  16. this.renderer = renderer;
  17. if ( renderTarget === undefined ) {
  18. var parameters = {
  19. minFilter: LinearFilter,
  20. magFilter: LinearFilter,
  21. format: RGBAFormat
  22. };
  23. var size = renderer.getSize( new Vector2() );
  24. this._pixelRatio = renderer.getPixelRatio();
  25. this._width = size.width;
  26. this._height = size.height;
  27. renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters );
  28. renderTarget.texture.name = 'EffectComposer.rt1';
  29. } else {
  30. this._pixelRatio = 1;
  31. this._width = renderTarget.width;
  32. this._height = renderTarget.height;
  33. }
  34. this.renderTarget1 = renderTarget;
  35. this.renderTarget2 = renderTarget.clone();
  36. this.renderTarget2.texture.name = 'EffectComposer.rt2';
  37. this.writeBuffer = this.renderTarget1;
  38. this.readBuffer = this.renderTarget2;
  39. this.renderToScreen = true;
  40. this.passes = [];
  41. // dependencies
  42. if ( CopyShader === undefined ) {
  43. console.error( 'THREE.EffectComposer relies on CopyShader' );
  44. }
  45. if ( ShaderPass === undefined ) {
  46. console.error( 'THREE.EffectComposer relies on ShaderPass' );
  47. }
  48. this.copyPass = new ShaderPass( CopyShader );
  49. this.clock = new Clock();
  50. };
  51. Object.assign( EffectComposer.prototype, {
  52. swapBuffers: function () {
  53. var tmp = this.readBuffer;
  54. this.readBuffer = this.writeBuffer;
  55. this.writeBuffer = tmp;
  56. },
  57. addPass: function ( pass ) {
  58. this.passes.push( pass );
  59. pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
  60. },
  61. insertPass: function ( pass, index ) {
  62. this.passes.splice( index, 0, pass );
  63. pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
  64. },
  65. isLastEnabledPass: function ( passIndex ) {
  66. for ( var i = passIndex + 1; i < this.passes.length; i ++ ) {
  67. if ( this.passes[ i ].enabled ) {
  68. return false;
  69. }
  70. }
  71. return true;
  72. },
  73. render: function ( deltaTime ) {
  74. // deltaTime value is in seconds
  75. if ( deltaTime === undefined ) {
  76. deltaTime = this.clock.getDelta();
  77. }
  78. var currentRenderTarget = this.renderer.getRenderTarget();
  79. var maskActive = false;
  80. var pass, i, il = this.passes.length;
  81. for ( i = 0; i < il; i ++ ) {
  82. pass = this.passes[ i ];
  83. if ( pass.enabled === false ) continue;
  84. pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
  85. pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
  86. if ( pass.needsSwap ) {
  87. if ( maskActive ) {
  88. var context = this.renderer.getContext();
  89. var stencil = this.renderer.state.buffers.stencil;
  90. //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
  91. stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
  92. this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
  93. //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
  94. stencil.setFunc( context.EQUAL, 1, 0xffffffff );
  95. }
  96. this.swapBuffers();
  97. }
  98. if ( MaskPass !== undefined ) {
  99. if ( pass instanceof MaskPass ) {
  100. maskActive = true;
  101. } else if ( pass instanceof ClearMaskPass ) {
  102. maskActive = false;
  103. }
  104. }
  105. }
  106. this.renderer.setRenderTarget( currentRenderTarget );
  107. },
  108. reset: function ( renderTarget ) {
  109. if ( renderTarget === undefined ) {
  110. var size = this.renderer.getSize( new Vector2() );
  111. this._pixelRatio = this.renderer.getPixelRatio();
  112. this._width = size.width;
  113. this._height = size.height;
  114. renderTarget = this.renderTarget1.clone();
  115. renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
  116. }
  117. this.renderTarget1.dispose();
  118. this.renderTarget2.dispose();
  119. this.renderTarget1 = renderTarget;
  120. this.renderTarget2 = renderTarget.clone();
  121. this.writeBuffer = this.renderTarget1;
  122. this.readBuffer = this.renderTarget2;
  123. },
  124. setSize: function ( width, height ) {
  125. this._width = width;
  126. this._height = height;
  127. var effectiveWidth = this._width * this._pixelRatio;
  128. var effectiveHeight = this._height * this._pixelRatio;
  129. this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
  130. this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
  131. for ( var i = 0; i < this.passes.length; i ++ ) {
  132. this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
  133. }
  134. },
  135. setPixelRatio: function ( pixelRatio ) {
  136. this._pixelRatio = pixelRatio;
  137. this.setSize( this._width, this._height );
  138. }
  139. } );
  140. var Pass = function () {
  141. // if set to true, the pass is processed by the composer
  142. this.enabled = true;
  143. // if set to true, the pass indicates to swap read and write buffer after rendering
  144. this.needsSwap = true;
  145. // if set to true, the pass clears its buffer before rendering
  146. this.clear = false;
  147. // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
  148. this.renderToScreen = false;
  149. };
  150. Object.assign( Pass.prototype, {
  151. setSize: function ( /* width, height */ ) {},
  152. render: function ( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
  153. console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
  154. }
  155. } );
  156. // Helper for passes that need to fill the viewport with a single quad.
  157. Pass.FullScreenQuad = ( function () {
  158. var camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  159. var geometry = new PlaneBufferGeometry( 2, 2 );
  160. var FullScreenQuad = function ( material ) {
  161. this._mesh = new Mesh( geometry, material );
  162. };
  163. Object.defineProperty( FullScreenQuad.prototype, 'material', {
  164. get: function () {
  165. return this._mesh.material;
  166. },
  167. set: function ( value ) {
  168. this._mesh.material = value;
  169. }
  170. } );
  171. Object.assign( FullScreenQuad.prototype, {
  172. dispose: function () {
  173. this._mesh.geometry.dispose();
  174. },
  175. render: function ( renderer ) {
  176. renderer.render( this._mesh, camera );
  177. }
  178. } );
  179. return FullScreenQuad;
  180. } )();
  181. export { EffectComposer, Pass };