物管理前端
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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;
})();