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- 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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