three
Version:
JavaScript 3D library
89 lines (53 loc) • 2.18 kB
JavaScript
/**
* @author HypnosNova / https://www.threejs.org.cn/gallery/
*/
THREE.AfterimagePass = function ( damp ) {
THREE.Pass.call( this );
if ( THREE.AfterimageShader === undefined )
console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" );
this.shader = THREE.AfterimageShader;
this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
} );
this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
} );
this.shaderMaterial = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
} );
this.sceneComp = new THREE.Scene();
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
this.camera.position.z = 1;
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial );
this.sceneComp.add( this.quadComp );
var material = new THREE.MeshBasicMaterial( {
map: this.textureComp.texture
} );
var quadScreen = new THREE.Mesh( geometry, material );
this.scene.add( quadScreen );
};
THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.AfterimagePass,
render: function ( renderer, writeBuffer, readBuffer ) {
this.uniforms[ "tOld" ].value = this.textureOld.texture;
this.uniforms[ "tNew" ].value = readBuffer.texture;
this.quadComp.material = this.shaderMaterial;
renderer.render( this.sceneComp, this.camera, this.textureComp );
renderer.render( this.scene, this.camera, this.textureOld );
if ( this.renderToScreen ) {
renderer.render( this.scene, this.camera );
} else {
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
}
}
} );