src/passes/LuminancePass.js
import { UnsignedByteType, WebGLRenderTarget } from "three";
import { Resolution } from "../core/Resolution.js";
import { LuminanceMaterial } from "../materials/LuminanceMaterial.js";
import { Pass } from "./Pass.js";
/**
* A pass that renders luminance.
*/
export class LuminancePass extends Pass {
/**
* Constructs a new luminance pass.
*
* @param {Object} [options] - The options. See {@link LuminanceMaterial} for additional options.
* @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.
* @param {Number} [options.resolutionScale=1.0] - The resolution scale.
* @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.
* @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.
* @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.
* @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.
*/
constructor({
renderTarget,
luminanceRange,
colorOutput,
resolutionScale = 1.0,
width = Resolution.AUTO_SIZE,
height = Resolution.AUTO_SIZE,
resolutionX = width,
resolutionY = height
} = {}) {
super("LuminancePass");
this.fullscreenMaterial = new LuminanceMaterial(colorOutput, luminanceRange);
this.needsSwap = false;
/**
* The luminance render target.
*
* @type {WebGLRenderTarget}
* @readonly
*/
this.renderTarget = renderTarget;
if(this.renderTarget === undefined) {
this.renderTarget = new WebGLRenderTarget(1, 1, { depthBuffer: false });
this.renderTarget.texture.name = "LuminancePass.Target";
}
/**
* The resolution.
*
* @type {Resolution}
* @readonly
*/
const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);
resolution.addEventListener("change", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));
}
/**
* The luminance texture.
*
* @type {Texture}
*/
get texture() {
return this.renderTarget.texture;
}
/**
* Returns the luminance texture.
*
* @deprecated Use texture instead.
* @return {Texture} The texture.
*/
getTexture() {
return this.renderTarget.texture;
}
/**
* Returns the resolution settings.
*
* @deprecated Use resolution instead.
* @return {Resolution} The resolution.
*/
getResolution() {
return this.resolution;
}
/**
* Renders the luminance.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const material = this.fullscreenMaterial;
material.inputBuffer = inputBuffer.texture;
renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);
renderer.render(this.scene, this.camera);
}
/**
* Updates the size of this pass.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
const resolution = this.resolution;
resolution.setBaseSize(width, height);
this.renderTarget.setSize(resolution.width, resolution.height);
}
/**
* Performs initialization tasks.
*
* @param {WebGLRenderer} renderer - A renderer.
* @param {Boolean} alpha - Whether the renderer uses the alpha channel.
* @param {Number} frameBufferType - The type of the main frame buffers.
*/
initialize(renderer, alpha, frameBufferType) {
if(frameBufferType !== undefined && frameBufferType !== UnsignedByteType) {
this.renderTarget.texture.type = frameBufferType;
this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = "1";
}
}
}