src/passes/DotScreenPass.js
import { DotScreenMaterial } from "../materials";
import { Pass } from "./Pass.js";
/**
* A dot screen pass.
*/
export class DotScreenPass extends Pass {
/**
* Constructs a new dot screen pass.
*
* @param {Object} [options] - The options.
* @param {Boolean} [options.average=false] - Whether the shader should output a colour average (black and white).
* @param {Number} [options.angle=1.57] - The angle of the pattern.
* @param {Number} [options.scale=1.0] - The scale of the overall effect.
* @param {Number} [options.intensity=1.0] - The intensity of the effect.
*/
constructor(options = {}) {
super("DotScreenPass");
this.setFullscreenMaterial(new DotScreenMaterial(options));
}
/**
* Renders the effect.
*
* @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} [delta] - 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, delta, stencilTest) {
this.getFullscreenMaterial().uniforms.tDiffuse.value = inputBuffer.texture;
renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
}
/**
* Updates the size of this pass.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
width = Math.max(1, width);
height = Math.max(1, height);
const uniforms = this.getFullscreenMaterial().uniforms;
uniforms.offsetRepeat.value.z = width;
uniforms.offsetRepeat.value.w = height;
}
}