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- import {
- HalfFloatType,
- ShaderMaterial,
- WebGLRenderTarget
- } from 'three';
- import { FullScreenQuad, Pass } from './Pass.js';
- /**
- * A special type of render pass for implementing transition effects.
- * When active, the pass will transition from scene A to scene B.
- *
- * ```js
- * const renderTransitionPass = new RenderTransitionPass( fxSceneA.scene, fxSceneA.camera, fxSceneB.scene, fxSceneB.camera );
- * renderTransitionPass.setTexture( textures[ 0 ] );
- * composer.addPass( renderTransitionPass );
- * ```
- *
- * @augments Pass
- * @three_import import { RenderTransitionPass } from 'three/addons/postprocessing/RenderTransitionPass.js';
- */
- class RenderTransitionPass extends Pass {
- /**
- * Constructs a render transition pass.
- *
- * @param {Scene} sceneA - The first scene.
- * @param {Camera} cameraA - The camera of the first scene.
- * @param {Scene} sceneB - The second scene.
- * @param {Camera} cameraB - The camera of the second scene.
- */
- constructor( sceneA, cameraA, sceneB, cameraB ) {
- super();
- /**
- * The first scene.
- *
- * @type {Scene}
- */
- this.sceneA = sceneA;
- /**
- * The camera of the first scene.
- *
- * @type {Camera}
- */
- this.cameraA = cameraA;
- /**
- * The second scene.
- *
- * @type {Scene}
- */
- this.sceneB = sceneB;
- /**
- * The camera of the second scene.
- *
- * @type {Camera}
- */
- this.cameraB = cameraB;
- /**
- * The pass material.
- *
- * @type {ShaderMaterial}
- */
- this.material = this._createMaterial();
- // internals
- this._renderTargetA = new WebGLRenderTarget();
- this._renderTargetA.texture.type = HalfFloatType;
- this._renderTargetB = new WebGLRenderTarget();
- this._renderTargetB.texture.type = HalfFloatType;
- this._fsQuad = new FullScreenQuad( this.material );
- }
- /**
- * Sets the transition factor. Must be in the range `[0,1]`.
- * This value determines to what degree both scenes are mixed.
- *
- * @param {boolean|number} value - The transition factor.
- */
- setTransition( value ) {
- this.material.uniforms.mixRatio.value = value;
- }
- /**
- * Toggles the usage of a texture for the effect.
- *
- * @param {boolean} value - Whether to use a texture for the transition effect or not.
- */
- useTexture( value ) {
- this.material.uniforms.useTexture.value = value ? 1 : 0;
- }
- /**
- * Sets the effect texture.
- *
- * @param {Texture} value - The effect texture.
- */
- setTexture( value ) {
- this.material.uniforms.tMixTexture.value = value;
- }
- /**
- * Sets the texture threshold. This value defined how strong the texture effects
- * the transition. Must be in the range `[0,1]` (0 means full effect, 1 means no effect).
- *
- * @param {boolean|number} value - The threshold value.
- */
- setTextureThreshold( value ) {
- this.material.uniforms.threshold.value = value;
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this._renderTargetA.setSize( width, height );
- this._renderTargetB.setSize( width, height );
- }
- /**
- * Performs the transition 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 */ ) {
- renderer.setRenderTarget( this._renderTargetA );
- renderer.render( this.sceneA, this.cameraA );
- renderer.setRenderTarget( this._renderTargetB );
- renderer.render( this.sceneB, this.cameraB );
- const uniforms = this._fsQuad.material.uniforms;
- uniforms.tDiffuse1.value = this._renderTargetA.texture;
- uniforms.tDiffuse2.value = this._renderTargetB.texture;
- if ( this.renderToScreen ) {
- renderer.setRenderTarget( null );
- renderer.clear();
- } else {
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear();
- }
- this._fsQuad.render( renderer );
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this.material.dispose();
- this._renderTargetA.dispose();
- this._renderTargetB.dispose();
- this._fsQuad.dispose();
- }
- // internals
- _createMaterial() {
- return new ShaderMaterial( {
- uniforms: {
- tDiffuse1: {
- value: null
- },
- tDiffuse2: {
- value: null
- },
- mixRatio: {
- value: 0.0
- },
- threshold: {
- value: 0.1
- },
- useTexture: {
- value: 1
- },
- tMixTexture: {
- value: null
- }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = vec2( uv.x, uv.y );
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- `,
- fragmentShader: /* glsl */`
- uniform float mixRatio;
- uniform sampler2D tDiffuse1;
- uniform sampler2D tDiffuse2;
- uniform sampler2D tMixTexture;
- uniform int useTexture;
- uniform float threshold;
- varying vec2 vUv;
- void main() {
- vec4 texel1 = texture2D( tDiffuse1, vUv );
- vec4 texel2 = texture2D( tDiffuse2, vUv );
- if (useTexture == 1) {
- vec4 transitionTexel = texture2D( tMixTexture, vUv );
- float r = mixRatio * ( 1.0 + threshold * 2.0 ) - threshold;
- float mixf = clamp( ( transitionTexel.r - r ) * ( 1.0 / threshold ), 0.0, 1.0 );
- gl_FragColor = mix( texel1, texel2, mixf );
- } else {
- gl_FragColor = mix( texel2, texel1, mixRatio );
- }
- }
- `
- } );
- }
- }
- export { RenderTransitionPass };
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