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📄 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
Code
dispose() {

        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 );

        }

    }
dispose(): void
Code
dispose() {

        this.material.dispose();

        this._fsQuad.dispose();

    }