📄 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
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 );
}
}