AfterimagePass.js 2.2 KB

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  1. /**
  2. * @author HypnosNova / https://www.threejs.org.cn/gallery/
  3. */
  4. THREE.AfterimagePass = function ( damp ) {
  5. THREE.Pass.call( this );
  6. if ( THREE.AfterimageShader === undefined )
  7. console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" );
  8. this.shader = THREE.AfterimageShader;
  9. this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
  10. this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
  11. this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  12. minFilter: THREE.LinearFilter,
  13. magFilter: THREE.NearestFilter,
  14. format: THREE.RGBAFormat
  15. } );
  16. this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  17. minFilter: THREE.LinearFilter,
  18. magFilter: THREE.NearestFilter,
  19. format: THREE.RGBAFormat
  20. } );
  21. this.shaderMaterial = new THREE.ShaderMaterial( {
  22. uniforms: this.uniforms,
  23. vertexShader: this.shader.vertexShader,
  24. fragmentShader: this.shader.fragmentShader
  25. } );
  26. this.compFsQuad = new THREE.Pass.FullScreenQuad( this.shaderMaterial );
  27. var material = new THREE.MeshBasicMaterial();
  28. this.copyFsQuad = new THREE.Pass.FullScreenQuad( material );
  29. };
  30. THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  31. constructor: THREE.AfterimagePass,
  32. render: function ( renderer, writeBuffer, readBuffer ) {
  33. this.uniforms[ "tOld" ].value = this.textureOld.texture;
  34. this.uniforms[ "tNew" ].value = readBuffer.texture;
  35. renderer.setRenderTarget( this.textureComp );
  36. this.compFsQuad.render( renderer );
  37. this.copyFsQuad.material.map = this.textureComp.texture;
  38. if ( this.renderToScreen ) {
  39. renderer.setRenderTarget( null );
  40. this.copyFsQuad.render( renderer );
  41. } else {
  42. renderer.setRenderTarget( writeBuffer );
  43. if ( this.clear ) renderer.clear();
  44. this.copyFsQuad.render( renderer );
  45. }
  46. // Swap buffers.
  47. var temp = this.textureOld;
  48. this.textureOld = this.textureComp;
  49. this.textureComp = temp;
  50. // Now textureOld contains the latest image, ready for the next frame.
  51. },
  52. setSize: function ( width, height ) {
  53. this.textureComp.setSize( width, height );
  54. this.textureOld.setSize( width, height );
  55. }
  56. } );