import { ColorManagement, RawShaderMaterial, UniformsUtils, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, AgXToneMapping, ACESFilmicToneMapping, NeutralToneMapping, SRGBTransfer } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { OutputShader } from '../shaders/OutputShader.js'; class OutputPass extends Pass { constructor() { super(); // const shader = OutputShader; this.uniforms = UniformsUtils.clone( shader.uniforms ); this.material = new RawShaderMaterial( { name: shader.name, uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.fsQuad = new FullScreenQuad( this.material ); // internal cache this._outputColorSpace = null; this._toneMapping = null; } render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) { this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure; // rebuild defines if required if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) { this._outputColorSpace = renderer.outputColorSpace; this._toneMapping = renderer.toneMapping; this.material.defines = {}; if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = ''; if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = ''; else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = ''; else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = ''; else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = ''; else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = ''; else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = ''; this.material.needsUpdate = true; } // if ( this.renderToScreen === true ) { renderer.setRenderTarget( null ); this.fsQuad.render( renderer ); } else { renderer.setRenderTarget( writeBuffer ); if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); this.fsQuad.render( renderer ); } } dispose() { this.material.dispose(); this.fsQuad.dispose(); } } export { OutputPass };