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Oinktube/node_modules/three/examples/jsm/postprocessing/Pass.js
2023-12-11 11:59:56 -03:00

88 lines
1.7 KiB
JavaScript

import {
OrthographicCamera,
PlaneGeometry,
Mesh
} from '../../../build/three.module.js';
function Pass() {
// 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;
}
Object.assign( Pass.prototype, {
setSize: function ( /* width, height */ ) {},
render: function ( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
} );
// Helper for passes that need to fill the viewport with a single quad.
// Important: It's actually a hack to put FullScreenQuad into the Pass namespace. This is only
// done to make examples/js code work. Normally, FullScreenQuad should be exported
// from this module like Pass.
Pass.FullScreenQuad = ( function () {
var camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
var geometry = new PlaneGeometry( 2, 2 );
var FullScreenQuad = function ( material ) {
this._mesh = new Mesh( geometry, material );
};
Object.defineProperty( FullScreenQuad.prototype, 'material', {
get: function () {
return this._mesh.material;
},
set: function ( value ) {
this._mesh.material = value;
}
} );
Object.assign( FullScreenQuad.prototype, {
dispose: function () {
this._mesh.geometry.dispose();
},
render: function ( renderer ) {
renderer.render( this._mesh, camera );
}
} );
return FullScreenQuad;
} )();
export { Pass };