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Merge pull request #13917 from HypnosNova/afterimage-effect

add afterimage effect
Mr.doob 7 năm trước cách đây
mục cha
commit
58f60e7816

+ 1 - 0
examples/files.js

@@ -222,6 +222,7 @@ var files = {
 		"webgl_points_sprites",
 		"webgl_postprocessing",
 		"webgl_postprocessing_advanced",
+		"webgl_postprocessing_afterimage",
 		"webgl_postprocessing_backgrounds",
 		"webgl_postprocessing_crossfade",
 		"webgl_postprocessing_dof",

+ 88 - 0
examples/js/postprocessing/AfterimagePass.js

@@ -0,0 +1,88 @@
+/**
+ * @author HypnosNova / https://www.threejs.org.cn/gallery/
+ */
+
+THREE.AfterimagePass = function ( damp ) {
+
+	THREE.Pass.call( this );
+
+	if ( THREE.AfterimageShader === undefined )
+		console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" );
+
+	this.shader = THREE.AfterimageShader;
+
+	this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
+
+	this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
+
+	this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
+
+		minFilter: THREE.LinearFilter,
+		magFilter: THREE.NearestFilter,
+		format: THREE.RGBAFormat
+
+	} );
+
+	this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
+
+		minFilter: THREE.LinearFilter,
+		magFilter: THREE.NearestFilter,
+		format: THREE.RGBAFormat
+
+	} );
+
+	this.shaderMaterial = new THREE.ShaderMaterial( {
+
+		uniforms: this.uniforms,
+		vertexShader: this.shader.vertexShader,
+		fragmentShader: this.shader.fragmentShader
+
+	} );
+
+	this.sceneComp = new THREE.Scene();
+	this.scene = new THREE.Scene();
+
+	this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
+	this.camera.position.z = 1;
+
+	var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
+
+	this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial );
+	this.sceneComp.add( this.quadComp );
+
+	var material = new THREE.MeshBasicMaterial( { 
+		map: this.textureComp.texture
+	} );
+
+	var quadScreen = new THREE.Mesh( geometry, material );
+	this.scene.add( quadScreen );
+
+};
+
+THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
+
+	constructor: THREE.AfterimagePass,
+
+	render: function ( renderer, writeBuffer, readBuffer ) {
+
+		this.uniforms[ "tOld" ].value = this.textureOld.texture;
+		this.uniforms[ "tNew" ].value = readBuffer.texture;
+
+		this.quadComp.material = this.shaderMaterial;
+
+		renderer.render( this.sceneComp, this.camera, this.textureComp );
+		renderer.render( this.scene, this.camera, this.textureOld );
+		
+		if ( this.renderToScreen ) {
+			
+			renderer.render( this.scene, this.camera );
+			
+		} else {
+			
+			renderer.render( this.scene, this.camera, writeBuffer, this.clear );
+			
+		}
+
+	}
+
+} );

+ 60 - 0
examples/js/shaders/AfterimageShader.js

@@ -0,0 +1,60 @@
+/**
+ * @author HypnosNova / https://www.threejs.org.cn/gallery/
+ *
+ * Afterimage shader
+ * I created this effect inspired by a demo on codepen:
+ * https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&
+ */
+
+THREE.AfterimageShader = {
+
+	uniforms: {
+
+		"damp": { value: 0.96 },
+		"tOld": { value: null },
+		"tNew": { value: null }
+
+	},
+
+	vertexShader: [
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			"vUv = uv;",
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join( "\n" ),
+
+	fragmentShader: [
+
+		"uniform float damp;",
+
+		"uniform sampler2D tOld;",
+		"uniform sampler2D tNew;",
+
+		"varying vec2 vUv;",
+		
+		"vec4 when_gt( vec4 x, float y ) {",
+
+			"return max( sign( x - y ), 0.0 );",
+
+		"}",
+
+		"void main() {",
+
+			"vec4 texelOld = texture2D( tOld, vUv );",
+			"vec4 texelNew = texture2D( tNew, vUv );",
+			
+			"texelOld *= damp * when_gt( texelOld, 0.1 );",
+
+			"gl_FragColor = max(texelNew, texelOld);",
+
+		"}"
+
+	].join( "\n" )
+
+};

+ 116 - 0
examples/webgl_postprocessing_afterimage.html

@@ -0,0 +1,116 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - postprocessing - afterimage</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				margin: 0px;
+				background-color: #000000;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.js"></script>
+
+		<script src="js/shaders/CopyShader.js"></script>
+		<script src="js/shaders/AfterimageShader.js"></script>
+
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/MaskPass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+		<script src="js/postprocessing/AfterimagePass.js"></script>
+		
+		<script src="js/libs/dat.gui.min.js" type="text/javascript" charset="utf-8"></script>
+
+		<script>
+
+			var camera, scene, renderer, composer;
+			var mesh, light;
+
+			var afterimagePass, enable = true;
+
+			init();
+			createGUI();
+			animate();
+
+			function init() {
+
+				renderer = new THREE.WebGLRenderer();
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				document.body.appendChild( renderer.domElement );
+
+				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
+				camera.position.z = 400;
+
+				scene = new THREE.Scene();
+				scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
+
+				object = new THREE.Object3D();
+				scene.add( object );
+
+				var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 2, 2, 2);
+				var material = new THREE.MeshNormalMaterial();
+				mesh = new THREE.Mesh( geometry, material );
+				scene.add( mesh );
+
+				// postprocessing
+
+				composer = new THREE.EffectComposer( renderer );
+				composer.addPass( new THREE.RenderPass( scene, camera ) );
+
+				afterimagePass = new THREE.AfterimagePass();
+				afterimagePass.renderToScreen = true;
+				composer.addPass( afterimagePass );
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+			
+			function createGUI(){
+
+				var gui = new dat.GUI( { name: 'Damp setting' } );
+				gui.add( afterimagePass.uniforms[ "damp" ], 'value', 0, 1 ).step( 0.001 );
+				gui.add( this, 'enable' );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				composer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				var time = Date.now();
+
+				mesh.rotation.x += 0.005;
+				mesh.rotation.y += 0.01;
+				
+				if( enable ){
+
+					composer.render();
+
+				} else {
+
+					renderer.render( scene, camera );
+
+				}
+
+			}
+
+		</script>
+	</body>
+</html>