📄 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
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;
}