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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