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threejs第二十五用 看看EffectComposer源码实现


THREE.EffectComposer = function ( renderer, renderTarget ) {
//这里初始化renderer和renderTarget没啥说的
this.renderer = renderer;

if ( renderTarget === undefined ) {

var parameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false
};

var size = renderer.getDrawingBufferSize();
renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );
renderTarget.texture.name = 'EffectComposer.rt1';

}

this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';

this.writeBuffer = this.renderTarget1;//到这里write read都是来自传入的renderTarget或者创建的新的那个
this.readBuffer = this.renderTarget2;

this.passes = [];//装所有PASS的

// dependencies

if ( THREE.CopyShader === undefined ) {

console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );

}

if ( THREE.ShaderPass === undefined ) {

console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );

}

this.copyPass = new THREE.ShaderPass( THREE.CopyShader );

};

Object.assign( THREE.EffectComposer.prototype, {

swapBuffers: function () {//双缓冲用的

var tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;

},

addPass: function ( pass ) {

this.passes.push( pass );//增加pass

var size = this.renderer.getDrawingBufferSize();
pass.setSize( size.width, size.height );

},

insertPass: function ( pass, index ) {//给pass换个顺序

this.passes.splice( index, 0, pass );

},

render: function ( delta ) {

var maskActive = false;

var pass, i, il = this.passes.length;

for ( i = 0; i < il; i ++ ) {//遍历所有pass

pass = this.passes[ i ];

if ( pass.enabled === false ) continue;//不用这个pass就过

pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
//这个render就要看看那个pass里面咋写的了 一般是renderer readBuffer这俩参数传入渲完再给writeBuffer
//有的是用readBuffer渲完了继续给readBuffer覆盖了原来的readBuffer

if ( pass.needsSwap ) {

if ( maskActive ) {

var context = this.renderer.context;

context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );//模板测试

this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );

context.stencilFunc( context.EQUAL, 1, 0xffffffff );

}

this.swapBuffers();

}

if ( THREE.MaskPass !== undefined ) {

if ( pass instanceof THREE.MaskPass ) {

maskActive = true;

} else if ( pass instanceof THREE.ClearMaskPass ) {

maskActive = false;

}

}

}

},

reset: function ( renderTarget ) {

if ( renderTarget === undefined ) {

var size = this.renderer.getDrawingBufferSize();

renderTarget = this.renderTarget1.clone();
renderTarget.setSize( size.width, size.height );

}

this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();

this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;

},

setSize: function ( width, height ) {

this.renderTarget1.setSize( width, height );
this.renderTarget2.setSize( width, height );

for ( var i = 0; i < this.passes.length; i ++ ) {

this.passes[ i ].setSize( width, height );

}

}

} );


THREE.Pass = function () {

// 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.renderToScreen = false;

};

Object.assign( THREE.Pass.prototype, {

setSize: function ( width, height ) {},

render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );

}

} );

 

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