Buckets:
| import { | |
| HalfFloatType, | |
| NearestFilter, | |
| NoBlending, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| import { AfterimageShader } from '../shaders/AfterimageShader.js'; | |
| /** | |
| * Pass for a basic after image effect. | |
| * | |
| * ```js | |
| * const afterimagePass = new AfterimagePass( 0.9 ); | |
| * composer.addPass( afterimagePass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { AfterimagePass } from 'three/addons/postprocessing/AfterimagePass.js'; | |
| */ | |
| class AfterimagePass extends Pass { | |
| /** | |
| * Constructs a new after image pass. | |
| * | |
| * @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect. | |
| */ | |
| constructor( damp = 0.96 ) { | |
| super(); | |
| /** | |
| * The pass uniforms. Use this object if you want to update the | |
| * `damp` value at runtime. | |
| * ```js | |
| * pass.uniforms.damp.value = 0.9; | |
| * ``` | |
| * | |
| * @type {Object} | |
| */ | |
| this.uniforms = UniformsUtils.clone( AfterimageShader.uniforms ); | |
| this.uniforms[ 'damp' ].value = damp; | |
| /** | |
| * The composition material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.compFsMaterial = new ShaderMaterial( { | |
| uniforms: this.uniforms, | |
| vertexShader: AfterimageShader.vertexShader, | |
| fragmentShader: AfterimageShader.fragmentShader | |
| } ); | |
| /** | |
| * The copy material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.copyFsMaterial = new ShaderMaterial( { | |
| uniforms: UniformsUtils.clone( CopyShader.uniforms ), | |
| vertexShader: CopyShader.vertexShader, | |
| fragmentShader: CopyShader.fragmentShader, | |
| blending: NoBlending, | |
| depthTest: false, | |
| depthWrite: false | |
| } ); | |
| // internals | |
| this._textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { | |
| magFilter: NearestFilter, | |
| type: HalfFloatType | |
| } ); | |
| this._textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { | |
| magFilter: NearestFilter, | |
| type: HalfFloatType | |
| } ); | |
| this._compFsQuad = new FullScreenQuad( this.compFsMaterial ); | |
| this._copyFsQuad = new FullScreenQuad( this.copyFsMaterial ); | |
| } | |
| /** | |
| * Performs the after image pass. | |
| * | |
| * @param {WebGLRenderer} renderer - The renderer. | |
| * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering | |
| * destination for the pass. | |
| * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the | |
| * previous pass from this buffer. | |
| * @param {number} deltaTime - The delta time in seconds. | |
| * @param {boolean} maskActive - Whether masking is active or not. | |
| */ | |
| 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.uniforms.tDiffuse.value = 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. | |
| } | |
| /** | |
| * Sets the size of the pass. | |
| * | |
| * @param {number} width - The width to set. | |
| * @param {number} height - The width to set. | |
| */ | |
| setSize( width, height ) { | |
| this._textureComp.setSize( width, height ); | |
| this._textureOld.setSize( width, height ); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| dispose() { | |
| this._textureComp.dispose(); | |
| this._textureOld.dispose(); | |
| this.compFsMaterial.dispose(); | |
| this.copyFsMaterial.dispose(); | |
| this._compFsQuad.dispose(); | |
| this._copyFsQuad.dispose(); | |
| } | |
| } | |
| export { AfterimagePass }; | |
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