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📄 TexturePass.js

📊 Analysis Summary

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

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/postprocessing/TexturePass.js

📦 Imports

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

Variables & Constants

Name Type Kind Value Exported
shader ShaderMaterial let/var CopyShader
oldAutoClear any let/var renderer.autoClear

Functions

TexturePass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void

JSDoc:

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

        const oldAutoClear = renderer.autoClear;
        renderer.autoClear = false;

        this._fsQuad.material = this.material;

        this.uniforms[ 'opacity' ].value = this.opacity;
        this.uniforms[ 'tDiffuse' ].value = this.map;
        this.material.transparent = ( this.opacity < 1.0 );

        renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
        if ( this.clear ) renderer.clear();
        this._fsQuad.render( renderer );

        renderer.autoClear = oldAutoClear;

    }

TexturePass.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

TexturePass

Class Code
class TexturePass extends Pass {

    /**
     * Constructs a new texture pass.
     *
     * @param {Texture} map - The texture to render.
     * @param {number} [opacity=1] - The opacity.
     */
    constructor( map, opacity = 1 ) {

        super();

        const shader = CopyShader;

        /**
         * The texture to render.
         *
         * @type {Texture}
         */
        this.map = map;

        /**
         * The opacity.
         *
         * @type {number}
         * @default 1
         */
        this.opacity = opacity;

        /**
         * Overwritten to disable the swap.
         *
         * @type {boolean}
         * @default false
         */
        this.needsSwap = false;

        /**
         * The pass uniforms.
         *
         * @type {Object}
         */
        this.uniforms = UniformsUtils.clone( shader.uniforms );

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

            uniforms: this.uniforms,
            vertexShader: shader.vertexShader,
            fragmentShader: shader.fragmentShader,
            depthTest: false,
            depthWrite: false,
            premultipliedAlpha: true

        } );

        // internals

        this._fsQuad = new FullScreenQuad( null );

    }

    /**
     * Performs the texture 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 */ ) {

        const oldAutoClear = renderer.autoClear;
        renderer.autoClear = false;

        this._fsQuad.material = this.material;

        this.uniforms[ 'opacity' ].value = this.opacity;
        this.uniforms[ 'tDiffuse' ].value = this.map;
        this.material.transparent = ( this.opacity < 1.0 );

        renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
        if ( this.clear ) renderer.clear();
        this._fsQuad.render( renderer );

        renderer.autoClear = oldAutoClear;

    }

    /**
     * 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 */ ) {

        const oldAutoClear = renderer.autoClear;
        renderer.autoClear = false;

        this._fsQuad.material = this.material;

        this.uniforms[ 'opacity' ].value = this.opacity;
        this.uniforms[ 'tDiffuse' ].value = this.map;
        this.material.transparent = ( this.opacity < 1.0 );

        renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
        if ( this.clear ) renderer.clear();
        this._fsQuad.render( renderer );

        renderer.autoClear = oldAutoClear;

    }
dispose(): void
Code
dispose() {

        this.material.dispose();
        this._fsQuad.dispose();

    }