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1import {
2 LinearFilter,
3 MeshBasicMaterial,
4 NearestFilter,
5 RGBAFormat,
6 ShaderMaterial,
7 UniformsUtils,
8 WebGLRenderTarget
9} from 'three';
10import { Pass, FullScreenQuad } from './Pass.js';
11import { AfterimageShader } from '../shaders/AfterimageShader.js';
12
13class AfterimagePass extends Pass {
14
15 constructor( damp = 0.96 ) {
16
17 super();
18
19 if ( AfterimageShader === undefined ) console.error( 'THREE.AfterimagePass relies on AfterimageShader' );
20
21 this.shader = AfterimageShader;
22
23 this.uniforms = UniformsUtils.clone( this.shader.uniforms );
24
25 this.uniforms[ 'damp' ].value = damp;
26
27 this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
28
29 minFilter: LinearFilter,
30 magFilter: NearestFilter,
31 format: RGBAFormat
32
33 } );
34
35 this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
36
37 minFilter: LinearFilter,
38 magFilter: NearestFilter,
39 format: RGBAFormat
40
41 } );
42
43 this.shaderMaterial = new ShaderMaterial( {
44
45 uniforms: this.uniforms,
46 vertexShader: this.shader.vertexShader,
47 fragmentShader: this.shader.fragmentShader
48
49 } );
50
51 this.compFsQuad = new FullScreenQuad( this.shaderMaterial );
52
53 const material = new MeshBasicMaterial();
54 this.copyFsQuad = new FullScreenQuad( material );
55
56 }
57
58 render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
59
60 this.uniforms[ 'tOld' ].value = this.textureOld.texture;
61 this.uniforms[ 'tNew' ].value = readBuffer.texture;
62
63 renderer.setRenderTarget( this.textureComp );
64 this.compFsQuad.render( renderer );
65
66 this.copyFsQuad.material.map = this.textureComp.texture;
67
68 if ( this.renderToScreen ) {
69
70 renderer.setRenderTarget( null );
71 this.copyFsQuad.render( renderer );
72
73 } else {
74
75 renderer.setRenderTarget( writeBuffer );
76
77 if ( this.clear ) renderer.clear();
78
79 this.copyFsQuad.render( renderer );
80
81 }
82
83 // Swap buffers.
84 const temp = this.textureOld;
85 this.textureOld = this.textureComp;
86 this.textureComp = temp;
87 // Now textureOld contains the latest image, ready for the next frame.
88
89 }
90
91 setSize( width, height ) {
92
93 this.textureComp.setSize( width, height );
94 this.textureOld.setSize( width, height );
95
96 }
97
98}
99
100export { AfterimagePass };