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import { | |
HalfFloatType, | |
NearestFilter, | |
NoBlending, | |
ShaderMaterial, | |
UniformsUtils, | |
WebGLRenderTarget | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { CopyShader } from '../shaders/CopyShader.js'; | |
import { AfterimageShader } from '../shaders/AfterimageShader.js'; | |
class AfterimagePass extends Pass { | |
constructor( damp = 0.96 ) { | |
super(); | |
this.shader = AfterimageShader; | |
this.uniforms = UniformsUtils.clone( this.shader.uniforms ); | |
this.uniforms[ 'damp' ].value = damp; | |
this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { | |
magFilter: NearestFilter, | |
type: HalfFloatType | |
} ); | |
this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { | |
magFilter: NearestFilter, | |
type: HalfFloatType | |
} ); | |
this.compFsMaterial = new ShaderMaterial( { | |
uniforms: this.uniforms, | |
vertexShader: this.shader.vertexShader, | |
fragmentShader: this.shader.fragmentShader | |
} ); | |
this.compFsQuad = new FullScreenQuad( this.compFsMaterial ); | |
const copyShader = CopyShader; | |
this.copyFsMaterial = new ShaderMaterial( { | |
uniforms: UniformsUtils.clone( copyShader.uniforms ), | |
vertexShader: copyShader.vertexShader, | |
fragmentShader: copyShader.fragmentShader, | |
blending: NoBlending, | |
depthTest: false, | |
depthWrite: false | |
} ); | |
this.copyFsQuad = new FullScreenQuad( this.copyFsMaterial ); | |
} | |
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) { | |
this.uniforms[ 'tOld' ].value = this.textureOld.texture; | |
this.uniforms[ 'tNew' ].value = readBuffer.texture; | |
renderer.setRenderTarget( this.textureComp ); | |
this.compFsQuad.render( renderer ); | |
this.copyFsQuad.material.uniforms.tDiffuse.value = 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. | |
const temp = this.textureOld; | |
this.textureOld = this.textureComp; | |
this.textureComp = temp; | |
// Now textureOld contains the latest image, ready for the next frame. | |
} | |
setSize( width, height ) { | |
this.textureComp.setSize( width, height ); | |
this.textureOld.setSize( width, height ); | |
} | |
dispose() { | |
this.textureComp.dispose(); | |
this.textureOld.dispose(); | |
this.compFsMaterial.dispose(); | |
this.copyFsMaterial.dispose(); | |
this.compFsQuad.dispose(); | |
this.copyFsQuad.dispose(); | |
} | |
} | |
export { AfterimagePass }; | |