AfterimagePass.js 2.4 KB

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  1. console.warn( "THREE.AfterimagePass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. THREE.AfterimagePass = function ( damp ) {
  3. THREE.Pass.call( this );
  4. if ( THREE.AfterimageShader === undefined )
  5. console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" );
  6. this.shader = THREE.AfterimageShader;
  7. this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
  8. this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
  9. this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  10. minFilter: THREE.LinearFilter,
  11. magFilter: THREE.NearestFilter,
  12. format: THREE.RGBAFormat
  13. } );
  14. this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  15. minFilter: THREE.LinearFilter,
  16. magFilter: THREE.NearestFilter,
  17. format: THREE.RGBAFormat
  18. } );
  19. this.shaderMaterial = new THREE.ShaderMaterial( {
  20. uniforms: this.uniforms,
  21. vertexShader: this.shader.vertexShader,
  22. fragmentShader: this.shader.fragmentShader
  23. } );
  24. this.compFsQuad = new THREE.Pass.FullScreenQuad( this.shaderMaterial );
  25. var material = new THREE.MeshBasicMaterial();
  26. this.copyFsQuad = new THREE.Pass.FullScreenQuad( material );
  27. };
  28. THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  29. constructor: THREE.AfterimagePass,
  30. render: function ( renderer, writeBuffer, readBuffer ) {
  31. this.uniforms[ "tOld" ].value = this.textureOld.texture;
  32. this.uniforms[ "tNew" ].value = readBuffer.texture;
  33. renderer.setRenderTarget( this.textureComp );
  34. this.compFsQuad.render( renderer );
  35. this.copyFsQuad.material.map = this.textureComp.texture;
  36. if ( this.renderToScreen ) {
  37. renderer.setRenderTarget( null );
  38. this.copyFsQuad.render( renderer );
  39. } else {
  40. renderer.setRenderTarget( writeBuffer );
  41. if ( this.clear ) renderer.clear();
  42. this.copyFsQuad.render( renderer );
  43. }
  44. // Swap buffers.
  45. var temp = this.textureOld;
  46. this.textureOld = this.textureComp;
  47. this.textureComp = temp;
  48. // Now textureOld contains the latest image, ready for the next frame.
  49. },
  50. setSize: function ( width, height ) {
  51. this.textureComp.setSize( width, height );
  52. this.textureOld.setSize( width, height );
  53. }
  54. } );