📄 DotScreenPass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 5 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/DotScreenPass.js
📦 Imports¶
Name | Source |
---|---|
ShaderMaterial |
three |
UniformsUtils |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
DotScreenShader |
../shaders/DotScreenShader.js |
Functions¶
DotScreenPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the dot screen pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
this.uniforms[ 'tSize' ].value.set
renderer.setRenderTarget
this._fsQuad.render
renderer.clear
Code
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
DotScreenPass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this.material.dispose
this._fsQuad.dispose
Classes¶
DotScreenPass
¶
Class Code
class DotScreenPass extends Pass {
/**
* Constructs a new dot screen pass.
*
* @param {Vector2} center - The center point.
* @param {number} angle - The rotation of the effect in radians.
* @param {number} scale - The scale of the effect. A higher value means smaller dots.
*/
constructor( center, angle, scale ) {
super();
/**
* The pass uniforms. Use this object if you want to update the
* `center`, `angle` or `scale` values at runtime.
* ```js
* pass.uniforms.center.value.copy( center );
* pass.uniforms.angle.value = 0;
* pass.uniforms.scale.value = 0.5;
* ```
*
* @type {Object}
*/
this.uniforms = UniformsUtils.clone( DotScreenShader.uniforms );
if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
/**
* The pass material.
*
* @type {ShaderMaterial}
*/
this.material = new ShaderMaterial( {
name: DotScreenShader.name,
uniforms: this.uniforms,
vertexShader: DotScreenShader.vertexShader,
fragmentShader: DotScreenShader.fragmentShader
} );
// internals
this._fsQuad = new FullScreenQuad( this.material );
}
/**
* Performs the dot screen pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this.material.dispose();
this._fsQuad.dispose();
}
}
Methods¶
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}