AfterimagePass.js 2.3 KB

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  1. import {
  2. LinearFilter,
  3. MeshBasicMaterial,
  4. NearestFilter,
  5. RGBAFormat,
  6. ShaderMaterial,
  7. UniformsUtils,
  8. WebGLRenderTarget
  9. } from '../../../build/three.module.js';
  10. import { Pass } from '../postprocessing/Pass.js';
  11. import { AfterimageShader } from '../shaders/AfterimageShader.js';
  12. var AfterimagePass = function ( damp ) {
  13. Pass.call( this );
  14. if ( AfterimageShader === undefined )
  15. console.error( 'THREE.AfterimagePass relies on AfterimageShader' );
  16. this.shader = AfterimageShader;
  17. this.uniforms = UniformsUtils.clone( this.shader.uniforms );
  18. this.uniforms[ 'damp' ].value = damp !== undefined ? damp : 0.96;
  19. this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  20. minFilter: LinearFilter,
  21. magFilter: NearestFilter,
  22. format: RGBAFormat
  23. } );
  24. this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  25. minFilter: LinearFilter,
  26. magFilter: NearestFilter,
  27. format: RGBAFormat
  28. } );
  29. this.shaderMaterial = new ShaderMaterial( {
  30. uniforms: this.uniforms,
  31. vertexShader: this.shader.vertexShader,
  32. fragmentShader: this.shader.fragmentShader
  33. } );
  34. this.compFsQuad = new Pass.FullScreenQuad( this.shaderMaterial );
  35. var material = new MeshBasicMaterial();
  36. this.copyFsQuad = new Pass.FullScreenQuad( material );
  37. };
  38. AfterimagePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  39. constructor: AfterimagePass,
  40. render: function ( renderer, writeBuffer, readBuffer ) {
  41. this.uniforms[ 'tOld' ].value = this.textureOld.texture;
  42. this.uniforms[ 'tNew' ].value = readBuffer.texture;
  43. renderer.setRenderTarget( this.textureComp );
  44. this.compFsQuad.render( renderer );
  45. this.copyFsQuad.material.map = this.textureComp.texture;
  46. if ( this.renderToScreen ) {
  47. renderer.setRenderTarget( null );
  48. this.copyFsQuad.render( renderer );
  49. } else {
  50. renderer.setRenderTarget( writeBuffer );
  51. if ( this.clear ) renderer.clear();
  52. this.copyFsQuad.render( renderer );
  53. }
  54. // Swap buffers.
  55. var temp = this.textureOld;
  56. this.textureOld = this.textureComp;
  57. this.textureComp = temp;
  58. // Now textureOld contains the latest image, ready for the next frame.
  59. },
  60. setSize: function ( width, height ) {
  61. this.textureComp.setSize( width, height );
  62. this.textureOld.setSize( width, height );
  63. }
  64. } );
  65. export { AfterimagePass };