105 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 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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| 
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| class AfterimagePass extends Pass {
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| 
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| 	constructor( damp = 0.96 ) {
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| 
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| 		super();
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| 
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| 		this.shader = AfterimageShader;
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| 
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| 		this.uniforms = UniformsUtils.clone( this.shader.uniforms );
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| 
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| 		this.uniforms[ 'damp' ].value = damp;
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| 
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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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| 
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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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| 
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| 		this.compFsMaterial = new ShaderMaterial( {
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| 
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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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| 		} );
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| 
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| 		this.compFsQuad = new FullScreenQuad( this.compFsMaterial );
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| 
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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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| 	}
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| 
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| 	render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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| 
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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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| 
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| 		renderer.setRenderTarget( this.textureComp );
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| 		this.compFsQuad.render( renderer );
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| 
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| 		this.copyFsQuad.material.map = this.textureComp.texture;
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| 
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| 		if ( this.renderToScreen ) {
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| 
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| 			renderer.setRenderTarget( null );
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| 			this.copyFsQuad.render( renderer );
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| 
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| 		} else {
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| 
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| 			renderer.setRenderTarget( writeBuffer );
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| 
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| 			if ( this.clear ) renderer.clear();
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| 
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| 			this.copyFsQuad.render( renderer );
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| 
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| 		}
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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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| 	}
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| 
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| 	setSize( width, height ) {
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| 
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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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| 	}
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| 
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| 	dispose() {
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| 
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| 		this.textureComp.dispose();
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| 		this.textureOld.dispose();
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| 
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| 		this.compFsMaterial.dispose();
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| 		this.copyFsMaterial.dispose();
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| 
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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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| 
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| }
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| 
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| export { AfterimagePass };
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