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📄 FilmPass.js

📊 Analysis Summary

Metric Count
🔧 Functions 2
🧱 Classes 1
📦 Imports 5
📊 Variables & Constants 1

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/postprocessing/FilmPass.js

📦 Imports

Name Source
ShaderMaterial three
UniformsUtils three
Pass ./Pass.js
FullScreenQuad ./Pass.js
FilmShader ../shaders/FilmShader.js

Variables & Constants

Name Type Kind Value Exported
shader ShaderMaterial let/var FilmShader

Functions

FilmPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number): void

JSDoc:

/**
     * Performs the film 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
  • deltaTime number

Returns: void

Calls:

  • renderer.setRenderTarget
  • this._fsQuad.render
  • renderer.clear
Code
render( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {

        this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
        this.uniforms[ 'time' ].value += deltaTime;

        if ( this.renderToScreen ) {

            renderer.setRenderTarget( null );
            this._fsQuad.render( renderer );

        } else {

            renderer.setRenderTarget( writeBuffer );
            if ( this.clear ) renderer.clear();
            this._fsQuad.render( renderer );

        }

    }

FilmPass.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

FilmPass

Class Code
class FilmPass extends Pass {

    /**
     * Constructs a new film pass.
     *
     * @param {number} [intensity=0.5] - The grain intensity in the range `[0,1]` (0 = no effect, 1 = full effect).
     * @param {boolean} [grayscale=false] - Whether to apply a grayscale effect or not.
     */
    constructor( intensity = 0.5, grayscale = false ) {

        super();

        const shader = FilmShader;

        /**
         * The pass uniforms. Use this object if you want to update the
         * `intensity` or `grayscale` values at runtime.
         * ```js
         * pass.uniforms.intensity.value = 1;
         * pass.uniforms.grayscale.value = true;
         * ```
         *
         * @type {Object}
         */
        this.uniforms = UniformsUtils.clone( shader.uniforms );

        /**
         * The pass material.
         *
         * @type {ShaderMaterial}
         */
        this.material = new ShaderMaterial( {

            name: shader.name,
            uniforms: this.uniforms,
            vertexShader: shader.vertexShader,
            fragmentShader: shader.fragmentShader

        } );

        this.uniforms.intensity.value = intensity;
        this.uniforms.grayscale.value = grayscale;

        // internals

        this._fsQuad = new FullScreenQuad( this.material );

    }

    /**
     * Performs the film 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[ 'time' ].value += deltaTime;

        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, deltaTime: number): void
Code
render( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {

        this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
        this.uniforms[ 'time' ].value += deltaTime;

        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();

    }