TexturePass.js 1.3 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { CopyShader } from '../shaders/CopyShader.js';
  7. class TexturePass extends Pass {
  8. constructor( map, opacity ) {
  9. super();
  10. const shader = CopyShader;
  11. this.map = map;
  12. this.opacity = ( opacity !== undefined ) ? opacity : 1.0;
  13. this.uniforms = UniformsUtils.clone( shader.uniforms );
  14. this.material = new ShaderMaterial( {
  15. uniforms: this.uniforms,
  16. vertexShader: shader.vertexShader,
  17. fragmentShader: shader.fragmentShader,
  18. depthTest: false,
  19. depthWrite: false
  20. } );
  21. this.needsSwap = false;
  22. this.fsQuad = new FullScreenQuad( null );
  23. }
  24. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  25. const oldAutoClear = renderer.autoClear;
  26. renderer.autoClear = false;
  27. this.fsQuad.material = this.material;
  28. this.uniforms[ 'opacity' ].value = this.opacity;
  29. this.uniforms[ 'tDiffuse' ].value = this.map;
  30. this.material.transparent = ( this.opacity < 1.0 );
  31. renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
  32. if ( this.clear ) renderer.clear();
  33. this.fsQuad.render( renderer );
  34. renderer.autoClear = oldAutoClear;
  35. }
  36. dispose() {
  37. this.material.dispose();
  38. this.fsQuad.dispose();
  39. }
  40. }
  41. export { TexturePass };