DotScreenPass.js 1.3 KB

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  1. ( function () {
  2. class DotScreenPass extends THREE.Pass {
  3. constructor( center, angle, scale ) {
  4. super();
  5. if ( THREE.DotScreenShader === undefined ) console.error( 'THREE.DotScreenPass relies on THREE.DotScreenShader' );
  6. const shader = THREE.DotScreenShader;
  7. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  8. if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
  9. if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
  10. if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
  11. this.material = new THREE.ShaderMaterial( {
  12. uniforms: this.uniforms,
  13. vertexShader: shader.vertexShader,
  14. fragmentShader: shader.fragmentShader
  15. } );
  16. this.fsQuad = new THREE.FullScreenQuad( this.material );
  17. }
  18. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  19. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  20. this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
  21. if ( this.renderToScreen ) {
  22. renderer.setRenderTarget( null );
  23. this.fsQuad.render( renderer );
  24. } else {
  25. renderer.setRenderTarget( writeBuffer );
  26. if ( this.clear ) renderer.clear();
  27. this.fsQuad.render( renderer );
  28. }
  29. }
  30. dispose() {
  31. this.material.dispose();
  32. this.fsQuad.dispose();
  33. }
  34. }
  35. THREE.DotScreenPass = DotScreenPass;
  36. } )();