105 lines
2.2 KiB
JavaScript
105 lines
2.2 KiB
JavaScript
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import {
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HalfFloatType,
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MeshBasicMaterial,
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NearestFilter,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { AfterimageShader } from '../shaders/AfterimageShader.js';
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class AfterimagePass extends Pass {
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constructor( damp = 0.96 ) {
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super();
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this.shader = AfterimageShader;
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this.uniforms = UniformsUtils.clone( this.shader.uniforms );
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this.uniforms[ 'damp' ].value = damp;
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this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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magFilter: NearestFilter,
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type: HalfFloatType
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} );
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this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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magFilter: NearestFilter,
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type: HalfFloatType
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} );
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this.compFsMaterial = new ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: this.shader.vertexShader,
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fragmentShader: this.shader.fragmentShader
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} );
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this.compFsQuad = new FullScreenQuad( this.compFsMaterial );
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this.copyFsMaterial = new MeshBasicMaterial();
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this.copyFsQuad = new FullScreenQuad( this.copyFsMaterial );
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}
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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this.uniforms[ 'tOld' ].value = this.textureOld.texture;
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this.uniforms[ 'tNew' ].value = readBuffer.texture;
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renderer.setRenderTarget( this.textureComp );
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this.compFsQuad.render( renderer );
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this.copyFsQuad.material.map = this.textureComp.texture;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.copyFsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear();
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this.copyFsQuad.render( renderer );
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}
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// Swap buffers.
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const temp = this.textureOld;
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this.textureOld = this.textureComp;
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this.textureComp = temp;
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// Now textureOld contains the latest image, ready for the next frame.
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}
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setSize( width, height ) {
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this.textureComp.setSize( width, height );
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this.textureOld.setSize( width, height );
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}
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dispose() {
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this.textureComp.dispose();
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this.textureOld.dispose();
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this.compFsMaterial.dispose();
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this.copyFsMaterial.dispose();
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this.compFsQuad.dispose();
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this.copyFsQuad.dispose();
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}
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}
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export { AfterimagePass };
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