AfterimagePass.js 2.1 KB

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  1. /**
  2. * @author HypnosNova / https://www.threejs.org.cn/gallery/
  3. */
  4. THREE.AfterimagePass = function ( damp ) {
  5. THREE.Pass.call( this );
  6. if ( THREE.AfterimageShader === undefined )
  7. console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" );
  8. this.shader = THREE.AfterimageShader;
  9. this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
  10. this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
  11. this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  12. minFilter: THREE.LinearFilter,
  13. magFilter: THREE.NearestFilter,
  14. format: THREE.RGBAFormat
  15. } );
  16. this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  17. minFilter: THREE.LinearFilter,
  18. magFilter: THREE.NearestFilter,
  19. format: THREE.RGBAFormat
  20. } );
  21. this.shaderMaterial = new THREE.ShaderMaterial( {
  22. uniforms: this.uniforms,
  23. vertexShader: this.shader.vertexShader,
  24. fragmentShader: this.shader.fragmentShader
  25. } );
  26. this.sceneComp = new THREE.Scene();
  27. this.scene = new THREE.Scene();
  28. this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
  29. this.camera.position.z = 1;
  30. var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
  31. this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial );
  32. this.sceneComp.add( this.quadComp );
  33. var material = new THREE.MeshBasicMaterial( {
  34. map: this.textureComp.texture
  35. } );
  36. var quadScreen = new THREE.Mesh( geometry, material );
  37. this.scene.add( quadScreen );
  38. };
  39. THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  40. constructor: THREE.AfterimagePass,
  41. render: function ( renderer, writeBuffer, readBuffer ) {
  42. this.uniforms[ "tOld" ].value = this.textureOld.texture;
  43. this.uniforms[ "tNew" ].value = readBuffer.texture;
  44. this.quadComp.material = this.shaderMaterial;
  45. renderer.render( this.sceneComp, this.camera, this.textureComp );
  46. renderer.render( this.scene, this.camera, this.textureOld );
  47. if ( this.renderToScreen ) {
  48. renderer.render( this.scene, this.camera );
  49. } else {
  50. renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  51. }
  52. }
  53. } );