three
Version:
JavaScript 3D library
104 lines (65 loc) • 2.33 kB
JavaScript
import {
LinearFilter,
MeshBasicMaterial,
NearestFilter,
RGBAFormat,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
} from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { AfterimageShader } from "../shaders/AfterimageShader.js";
var AfterimagePass = function ( damp ) {
Pass.call( this );
if ( AfterimageShader === undefined )
console.error( "AfterimagePass relies on AfterimageShader" );
this.shader = AfterimageShader;
this.uniforms = UniformsUtils.clone( this.shader.uniforms );
this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: LinearFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: LinearFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
this.shaderMaterial = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
} );
this.compFsQuad = new Pass.FullScreenQuad( this.shaderMaterial );
var material = new MeshBasicMaterial();
this.copyFsQuad = new Pass.FullScreenQuad( material );
};
AfterimagePass.prototype = Object.assign( Object.create( Pass.prototype ), {
constructor: AfterimagePass,
render: function ( renderer, writeBuffer, readBuffer ) {
this.uniforms[ "tOld" ].value = this.textureOld.texture;
this.uniforms[ "tNew" ].value = readBuffer.texture;
renderer.setRenderTarget( this.textureComp );
this.compFsQuad.render( renderer );
this.copyFsQuad.material.map = this.textureComp.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.copyFsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.copyFsQuad.render( renderer );
}
// Swap buffers.
var temp = this.textureOld;
this.textureOld = this.textureComp;
this.textureComp = temp;
// Now textureOld contains the latest image, ready for the next frame.
},
setSize: function ( width, height ) {
this.textureComp.setSize( width, height );
this.textureOld.setSize( width, height );
}
} );
export { AfterimagePass };