RenderTransitionPass.js 5.6 KB

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  1. import {
  2. HalfFloatType,
  3. ShaderMaterial,
  4. WebGLRenderTarget
  5. } from 'three';
  6. import { FullScreenQuad, Pass } from './Pass.js';
  7. /**
  8. * A special type of render pass for implementing transition effects.
  9. * When active, the pass will transition from scene A to scene B.
  10. *
  11. * ```js
  12. * const renderTransitionPass = new RenderTransitionPass( fxSceneA.scene, fxSceneA.camera, fxSceneB.scene, fxSceneB.camera );
  13. * renderTransitionPass.setTexture( textures[ 0 ] );
  14. * composer.addPass( renderTransitionPass );
  15. * ```
  16. *
  17. * @augments Pass
  18. */
  19. class RenderTransitionPass extends Pass {
  20. /**
  21. * Constructs a render transition pass.
  22. *
  23. * @param {Scene} sceneA - The first scene.
  24. * @param {Camera} cameraA - The camera of the first scene.
  25. * @param {Scene} sceneB - The second scene.
  26. * @param {Camera} cameraB - The camera of the second scene.
  27. */
  28. constructor( sceneA, cameraA, sceneB, cameraB ) {
  29. super();
  30. /**
  31. * The first scene.
  32. *
  33. * @type {Scene}
  34. */
  35. this.sceneA = sceneA;
  36. /**
  37. * The camera of the first scene.
  38. *
  39. * @type {Camera}
  40. */
  41. this.cameraA = cameraA;
  42. /**
  43. * The second scene.
  44. *
  45. * @type {Scene}
  46. */
  47. this.sceneB = sceneB;
  48. /**
  49. * The camera of the second scene.
  50. *
  51. * @type {Camera}
  52. */
  53. this.cameraB = cameraB;
  54. /**
  55. * The pass material.
  56. *
  57. * @type {ShaderMaterial}
  58. */
  59. this.material = this._createMaterial();
  60. // internals
  61. this._renderTargetA = new WebGLRenderTarget();
  62. this._renderTargetA.texture.type = HalfFloatType;
  63. this._renderTargetB = new WebGLRenderTarget();
  64. this._renderTargetB.texture.type = HalfFloatType;
  65. this._fsQuad = new FullScreenQuad( this.material );
  66. }
  67. /**
  68. * Sets the transition factor. Must be in the range `[0,1]`.
  69. * This value determines to what degree both scenes are mixed.
  70. *
  71. * @param {boolean|number} value - The transition factor.
  72. */
  73. setTransition( value ) {
  74. this.material.uniforms.mixRatio.value = value;
  75. }
  76. /**
  77. * Toggles the usage of a texture for the effect.
  78. *
  79. * @param {boolean} value - Whether to use a texture for the transition effect or not.
  80. */
  81. useTexture( value ) {
  82. this.material.uniforms.useTexture.value = value ? 1 : 0;
  83. }
  84. /**
  85. * Sets the effect texture.
  86. *
  87. * @param {Texture} value - The effect texture.
  88. */
  89. setTexture( value ) {
  90. this.material.uniforms.tMixTexture.value = value;
  91. }
  92. /**
  93. * Sets the texture threshold. This value defined how strong the texture effects
  94. * the transition. Must be in the range `[0,1]` (0 means full effect, 1 means no effect).
  95. *
  96. * @param {boolean|number} value - The threshold value.
  97. */
  98. setTextureThreshold( value ) {
  99. this.material.uniforms.threshold.value = value;
  100. }
  101. /**
  102. * Sets the size of the pass.
  103. *
  104. * @param {number} width - The width to set.
  105. * @param {number} height - The width to set.
  106. */
  107. setSize( width, height ) {
  108. this._renderTargetA.setSize( width, height );
  109. this._renderTargetB.setSize( width, height );
  110. }
  111. /**
  112. * Performs the transition pass.
  113. *
  114. * @param {WebGLRenderer} renderer - The renderer.
  115. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  116. * destination for the pass.
  117. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  118. * previous pass from this buffer.
  119. * @param {number} deltaTime - The delta time in seconds.
  120. * @param {boolean} maskActive - Whether masking is active or not.
  121. */
  122. render( renderer, writeBuffer/*, readBuffer , deltaTime, maskActive */ ) {
  123. renderer.setRenderTarget( this._renderTargetA );
  124. renderer.render( this.sceneA, this.cameraA );
  125. renderer.setRenderTarget( this._renderTargetB );
  126. renderer.render( this.sceneB, this.cameraB );
  127. const uniforms = this._fsQuad.material.uniforms;
  128. uniforms.tDiffuse1.value = this._renderTargetA.texture;
  129. uniforms.tDiffuse2.value = this._renderTargetB.texture;
  130. if ( this.renderToScreen ) {
  131. renderer.setRenderTarget( null );
  132. renderer.clear();
  133. } else {
  134. renderer.setRenderTarget( writeBuffer );
  135. if ( this.clear ) renderer.clear();
  136. }
  137. this._fsQuad.render( renderer );
  138. }
  139. /**
  140. * Frees the GPU-related resources allocated by this instance. Call this
  141. * method whenever the pass is no longer used in your app.
  142. */
  143. dispose() {
  144. this.material.dispose();
  145. this._renderTargetA.dispose();
  146. this._renderTargetB.dispose();
  147. this._fsQuad.dispose();
  148. }
  149. // internals
  150. _createMaterial() {
  151. return new ShaderMaterial( {
  152. uniforms: {
  153. tDiffuse1: {
  154. value: null
  155. },
  156. tDiffuse2: {
  157. value: null
  158. },
  159. mixRatio: {
  160. value: 0.0
  161. },
  162. threshold: {
  163. value: 0.1
  164. },
  165. useTexture: {
  166. value: 1
  167. },
  168. tMixTexture: {
  169. value: null
  170. }
  171. },
  172. vertexShader: /* glsl */`
  173. varying vec2 vUv;
  174. void main() {
  175. vUv = vec2( uv.x, uv.y );
  176. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  177. }
  178. `,
  179. fragmentShader: /* glsl */`
  180. uniform float mixRatio;
  181. uniform sampler2D tDiffuse1;
  182. uniform sampler2D tDiffuse2;
  183. uniform sampler2D tMixTexture;
  184. uniform int useTexture;
  185. uniform float threshold;
  186. varying vec2 vUv;
  187. void main() {
  188. vec4 texel1 = texture2D( tDiffuse1, vUv );
  189. vec4 texel2 = texture2D( tDiffuse2, vUv );
  190. if (useTexture == 1) {
  191. vec4 transitionTexel = texture2D( tMixTexture, vUv );
  192. float r = mixRatio * ( 1.0 + threshold * 2.0 ) - threshold;
  193. float mixf = clamp( ( transitionTexel.r - r ) * ( 1.0 / threshold ), 0.0, 1.0 );
  194. gl_FragColor = mix( texel1, texel2, mixf );
  195. } else {
  196. gl_FragColor = mix( texel2, texel1, mixRatio );
  197. }
  198. }
  199. `
  200. } );
  201. }
  202. }
  203. export { RenderTransitionPass };
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