📄 HalftonePass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 3 |
🧱 Classes | 1 |
📦 Imports | 5 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/HalftonePass.js
📦 Imports¶
Name | Source |
---|---|
ShaderMaterial |
three |
UniformsUtils |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
HalftoneShader |
../shaders/HalftoneShader.js |
Functions¶
HalftonePass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the halftone 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:
renderer.setRenderTarget
this._fsQuad.render
renderer.clear
Code
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
HalftonePass.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
Parameters:
width
number
height
number
Returns: void
Code
HalftonePass.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¶
HalftonePass
¶
Class Code
class HalftonePass extends Pass {
/**
* Constructs a new halftone pass.
*
* @param {Object} params - The halftone shader parameter.
*/
constructor( params ) {
super();
/**
* The pass uniforms.
*
* @type {Object}
*/
this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
/**
* The pass material.
*
* @type {ShaderMaterial}
*/
this.material = new ShaderMaterial( {
uniforms: this.uniforms,
fragmentShader: HalftoneShader.fragmentShader,
vertexShader: HalftoneShader.vertexShader
} );
for ( const key in params ) {
if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
this.uniforms[ key ].value = params[ key ];
}
}
// internals
this._fsQuad = new FullScreenQuad( this.material );
}
/**
* Performs the halftone 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.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
setSize( width, height ) {
this.uniforms.width.value = width;
this.uniforms.height.value = height;
}
/**
* 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.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this._fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this._fsQuad.render( renderer );
}
}