mirror of
https://github.com/tengge1/ShadowEditor.git
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89 lines
2.1 KiB
JavaScript
89 lines
2.1 KiB
JavaScript
/**
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* @author HypnosNova / https://www.threejs.org.cn/gallery/
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*/
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THREE.AfterimagePass = function ( damp ) {
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THREE.Pass.call( this );
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if ( THREE.AfterimageShader === undefined )
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console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" );
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this.shader = THREE.AfterimageShader;
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this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
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this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
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this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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} );
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this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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} );
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this.shaderMaterial = new THREE.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.sceneComp = new THREE.Scene();
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this.scene = new THREE.Scene();
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this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
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this.camera.position.z = 1;
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var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
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this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial );
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this.sceneComp.add( this.quadComp );
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var material = new THREE.MeshBasicMaterial( {
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map: this.textureComp.texture
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} );
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var quadScreen = new THREE.Mesh( geometry, material );
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this.scene.add( quadScreen );
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};
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THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.AfterimagePass,
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render: function ( renderer, writeBuffer, readBuffer ) {
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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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this.quadComp.material = this.shaderMaterial;
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renderer.render( this.sceneComp, this.camera, this.textureComp );
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renderer.render( this.scene, this.camera, this.textureOld );
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if ( this.renderToScreen ) {
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renderer.render( this.scene, this.camera );
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} else {
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renderer.render( this.scene, this.camera, writeBuffer, this.clear );
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}
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}
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} );
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