three 基础库
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2 years ago
( function () {
class AfterimagePass extends THREE.Pass {
constructor( damp = 0.96 ) {
super();
if ( THREE.AfterimageShader === undefined ) console.error( 'THREE.AfterimagePass relies on THREE.AfterimageShader' );
this.shader = THREE.AfterimageShader;
this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms );
this.uniforms[ 'damp' ].value = damp;
this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
} );
this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
} );
this.shaderMaterial = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
} );
this.compFsQuad = new THREE.FullScreenQuad( this.shaderMaterial );
const material = new THREE.MeshBasicMaterial();
this.copyFsQuad = new THREE.FullScreenQuad( material );
}
render( renderer, writeBuffer, readBuffer
/*, deltaTime, maskActive*/
) {
this.uniforms[ 'tOld' ].value = this.textureOld.texture;
this.uniforms[ 'tNew' ].value = readBuffer.texture;
renderer.setRenderTarget( this.textureComp );
this.compFsQuad.render( renderer );
this.copyFsQuad.material.map = this.textureComp.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.copyFsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.copyFsQuad.render( renderer );
} // Swap buffers.
const temp = this.textureOld;
this.textureOld = this.textureComp;
this.textureComp = temp; // Now textureOld contains the latest image, ready for the next frame.
}
setSize( width, height ) {
this.textureComp.setSize( width, height );
this.textureOld.setSize( width, height );
}
}
THREE.AfterimagePass = AfterimagePass;
} )();