RenderTransitionPass.js 3.1 KB

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  1. import {
  2. HalfFloatType,
  3. ShaderMaterial,
  4. WebGLRenderTarget
  5. } from 'three';
  6. import { FullScreenQuad, Pass } from './Pass.js';
  7. class RenderTransitionPass extends Pass {
  8. constructor( sceneA, cameraA, sceneB, cameraB ) {
  9. super();
  10. this.material = this.createMaterial();
  11. this.fsQuad = new FullScreenQuad( this.material );
  12. this.sceneA = sceneA;
  13. this.cameraA = cameraA;
  14. this.sceneB = sceneB;
  15. this.cameraB = cameraB;
  16. this.renderTargetA = new WebGLRenderTarget();
  17. this.renderTargetA.texture.type = HalfFloatType;
  18. this.renderTargetB = new WebGLRenderTarget();
  19. this.renderTargetB.texture.type = HalfFloatType;
  20. }
  21. setTransition( value ) {
  22. this.material.uniforms.mixRatio.value = value;
  23. }
  24. useTexture( value ) {
  25. this.material.uniforms.useTexture.value = value ? 1 : 0;
  26. }
  27. setTexture( value ) {
  28. this.material.uniforms.tMixTexture.value = value;
  29. }
  30. setTextureThreshold( value ) {
  31. this.material.uniforms.threshold.value = value;
  32. }
  33. setSize( width, height ) {
  34. this.renderTargetA.setSize( width, height );
  35. this.renderTargetB.setSize( width, height );
  36. }
  37. render( renderer, writeBuffer ) {
  38. renderer.setRenderTarget( this.renderTargetA );
  39. renderer.render( this.sceneA, this.cameraA );
  40. renderer.setRenderTarget( this.renderTargetB );
  41. renderer.render( this.sceneB, this.cameraB );
  42. const uniforms = this.fsQuad.material.uniforms;
  43. uniforms.tDiffuse1.value = this.renderTargetA.texture;
  44. uniforms.tDiffuse2.value = this.renderTargetB.texture;
  45. if ( this.renderToScreen ) {
  46. renderer.setRenderTarget( null );
  47. renderer.clear();
  48. } else {
  49. renderer.setRenderTarget( writeBuffer );
  50. if ( this.clear ) renderer.clear();
  51. }
  52. this.fsQuad.render( renderer );
  53. }
  54. dispose() {
  55. this.renderTargetA.dispose();
  56. this.renderTargetB.dispose();
  57. this.material.dispose();
  58. this.fsQuad.dispose();
  59. }
  60. createMaterial() {
  61. return new ShaderMaterial( {
  62. uniforms: {
  63. tDiffuse1: {
  64. value: null
  65. },
  66. tDiffuse2: {
  67. value: null
  68. },
  69. mixRatio: {
  70. value: 0.0
  71. },
  72. threshold: {
  73. value: 0.1
  74. },
  75. useTexture: {
  76. value: 1
  77. },
  78. tMixTexture: {
  79. value: null
  80. }
  81. },
  82. vertexShader: /* glsl */`
  83. varying vec2 vUv;
  84. void main() {
  85. vUv = vec2( uv.x, uv.y );
  86. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  87. }
  88. `,
  89. fragmentShader: /* glsl */`
  90. uniform float mixRatio;
  91. uniform sampler2D tDiffuse1;
  92. uniform sampler2D tDiffuse2;
  93. uniform sampler2D tMixTexture;
  94. uniform int useTexture;
  95. uniform float threshold;
  96. varying vec2 vUv;
  97. void main() {
  98. vec4 texel1 = texture2D( tDiffuse1, vUv );
  99. vec4 texel2 = texture2D( tDiffuse2, vUv );
  100. if (useTexture == 1) {
  101. vec4 transitionTexel = texture2D( tMixTexture, vUv );
  102. float r = mixRatio * ( 1.0 + threshold * 2.0 ) - threshold;
  103. float mixf = clamp( ( transitionTexel.r - r ) * ( 1.0 / threshold ), 0.0, 1.0 );
  104. gl_FragColor = mix( texel1, texel2, mixf );
  105. } else {
  106. gl_FragColor = mix( texel2, texel1, mixRatio );
  107. }
  108. }
  109. `
  110. } );
  111. }
  112. }
  113. export { RenderTransitionPass };