AfterimagePass.js 2.5 KB

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  1. import {
  2. HalfFloatType,
  3. NearestFilter,
  4. NoBlending,
  5. ShaderMaterial,
  6. UniformsUtils,
  7. WebGLRenderTarget
  8. } from 'three';
  9. import { Pass, FullScreenQuad } from './Pass.js';
  10. import { CopyShader } from '../shaders/CopyShader.js';
  11. import { AfterimageShader } from '../shaders/AfterimageShader.js';
  12. class AfterimagePass extends Pass {
  13. constructor( damp = 0.96 ) {
  14. super();
  15. this.shader = AfterimageShader;
  16. this.uniforms = UniformsUtils.clone( this.shader.uniforms );
  17. this.uniforms[ 'damp' ].value = damp;
  18. this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  19. magFilter: NearestFilter,
  20. type: HalfFloatType
  21. } );
  22. this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  23. magFilter: NearestFilter,
  24. type: HalfFloatType
  25. } );
  26. this.compFsMaterial = new ShaderMaterial( {
  27. uniforms: this.uniforms,
  28. vertexShader: this.shader.vertexShader,
  29. fragmentShader: this.shader.fragmentShader
  30. } );
  31. this.compFsQuad = new FullScreenQuad( this.compFsMaterial );
  32. const copyShader = CopyShader;
  33. this.copyFsMaterial = new ShaderMaterial( {
  34. uniforms: UniformsUtils.clone( copyShader.uniforms ),
  35. vertexShader: copyShader.vertexShader,
  36. fragmentShader: copyShader.fragmentShader,
  37. blending: NoBlending,
  38. depthTest: false,
  39. depthWrite: false
  40. } );
  41. this.copyFsQuad = new FullScreenQuad( this.copyFsMaterial );
  42. }
  43. render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  44. this.uniforms[ 'tOld' ].value = this.textureOld.texture;
  45. this.uniforms[ 'tNew' ].value = readBuffer.texture;
  46. renderer.setRenderTarget( this.textureComp );
  47. this.compFsQuad.render( renderer );
  48. this.copyFsQuad.material.uniforms.tDiffuse.value = this.textureComp.texture;
  49. if ( this.renderToScreen ) {
  50. renderer.setRenderTarget( null );
  51. this.copyFsQuad.render( renderer );
  52. } else {
  53. renderer.setRenderTarget( writeBuffer );
  54. if ( this.clear ) renderer.clear();
  55. this.copyFsQuad.render( renderer );
  56. }
  57. // Swap buffers.
  58. const temp = this.textureOld;
  59. this.textureOld = this.textureComp;
  60. this.textureComp = temp;
  61. // Now textureOld contains the latest image, ready for the next frame.
  62. }
  63. setSize( width, height ) {
  64. this.textureComp.setSize( width, height );
  65. this.textureOld.setSize( width, height );
  66. }
  67. dispose() {
  68. this.textureComp.dispose();
  69. this.textureOld.dispose();
  70. this.compFsMaterial.dispose();
  71. this.copyFsMaterial.dispose();
  72. this.compFsQuad.dispose();
  73. this.copyFsQuad.dispose();
  74. }
  75. }
  76. export { AfterimagePass };
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