RenderTransitionPass.js 3.7 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. const uniforms = this.fsQuad.material.uniforms;
  39. const transition = uniforms.mixRatio.value;
  40. // Prevent render both scenes when it's not necessary
  41. if ( transition === 0 ) {
  42. renderer.setRenderTarget( writeBuffer );
  43. if ( this.clear ) renderer.clear();
  44. renderer.render( this.sceneB, this.cameraB );
  45. } else if ( transition === 1 ) {
  46. renderer.setRenderTarget( writeBuffer );
  47. if ( this.clear ) renderer.clear();
  48. renderer.render( this.sceneA, this.cameraA );
  49. } else {
  50. // When 0 < transition < 1 render transition between two scenes
  51. renderer.setRenderTarget( this.renderTargetA );
  52. renderer.render( this.sceneA, this.cameraA );
  53. renderer.setRenderTarget( this.renderTargetB );
  54. renderer.render( this.sceneB, this.cameraB );
  55. uniforms.tDiffuse1.value = this.renderTargetA.texture;
  56. uniforms.tDiffuse2.value = this.renderTargetB.texture;
  57. if ( this.renderToScreen ) {
  58. renderer.setRenderTarget( null );
  59. renderer.clear();
  60. } else {
  61. renderer.setRenderTarget( writeBuffer );
  62. if ( this.clear ) renderer.clear();
  63. }
  64. this.fsQuad.render( renderer );
  65. }
  66. }
  67. dispose() {
  68. this.renderTargetA.dispose();
  69. this.renderTargetB.dispose();
  70. this.material.dispose();
  71. this.fsQuad.dispose();
  72. }
  73. createMaterial() {
  74. return new ShaderMaterial( {
  75. uniforms: {
  76. tDiffuse1: {
  77. value: null
  78. },
  79. tDiffuse2: {
  80. value: null
  81. },
  82. mixRatio: {
  83. value: 0.0
  84. },
  85. threshold: {
  86. value: 0.1
  87. },
  88. useTexture: {
  89. value: 1
  90. },
  91. tMixTexture: {
  92. value: null
  93. }
  94. },
  95. vertexShader: /* glsl */`
  96. varying vec2 vUv;
  97. void main() {
  98. vUv = vec2( uv.x, uv.y );
  99. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  100. }
  101. `,
  102. fragmentShader: /* glsl */`
  103. uniform float mixRatio;
  104. uniform sampler2D tDiffuse1;
  105. uniform sampler2D tDiffuse2;
  106. uniform sampler2D tMixTexture;
  107. uniform int useTexture;
  108. uniform float threshold;
  109. varying vec2 vUv;
  110. void main() {
  111. vec4 texel1 = texture2D( tDiffuse1, vUv );
  112. vec4 texel2 = texture2D( tDiffuse2, vUv );
  113. if (useTexture == 1) {
  114. vec4 transitionTexel = texture2D( tMixTexture, vUv );
  115. float r = mixRatio * ( 1.0 + threshold * 2.0 ) - threshold;
  116. float mixf = clamp( ( transitionTexel.r - r ) * ( 1.0 / threshold ), 0.0, 1.0 );
  117. gl_FragColor = mix( texel1, texel2, mixf );
  118. } else {
  119. gl_FragColor = mix( texel2, texel1, mixRatio );
  120. }
  121. #include <tonemapping_fragment>
  122. #include <colorspace_fragment>
  123. }
  124. `
  125. } );
  126. }
  127. }
  128. export { RenderTransitionPass };