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(function () { class Pass { constructor() { // if set to true, the pass is processed by the composer
this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true; // if set to true, the pass clears its buffer before rendering
this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
this.renderToScreen = false; }
setSize() {}
render() { console.error("THREE.Pass: .render() must be implemented in derived pass."); } } // Helper for passes that need to fill the viewport with a single quad.
const _camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); // https://github.com/mrdoob/three.js/pull/21358
const _geometry = new THREE.BufferGeometry();
_geometry.setAttribute( "position", new THREE.Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3) );
_geometry.setAttribute("uv", new THREE.Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
class FullScreenQuad { constructor(material) { this._mesh = new THREE.Mesh(_geometry, material); }
dispose() { this._mesh.geometry.dispose(); }
render(renderer) { renderer.render(this._mesh, _camera); }
get material() { return this._mesh.material; }
set material(value) { this._mesh.material = value; } }
THREE.FullScreenQuad = FullScreenQuad; THREE.Pass = Pass;})();
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