import { MeshBasicMaterial, NearestFilter, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { AfterimageShader } from '../shaders/AfterimageShader.js'; class AfterimagePass extends Pass { constructor( damp = 0.96 ) { super(); if ( AfterimageShader === undefined ) console.error( 'THREE.AfterimagePass relies on AfterimageShader' ); this.shader = AfterimageShader; this.uniforms = UniformsUtils.clone( this.shader.uniforms ); this.uniforms[ 'damp' ].value = damp; this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { magFilter: NearestFilter, } ); this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { magFilter: NearestFilter, } ); this.shaderMaterial = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: this.shader.vertexShader, fragmentShader: this.shader.fragmentShader } ); this.compFsQuad = new FullScreenQuad( this.shaderMaterial ); const material = new MeshBasicMaterial(); this.copyFsQuad = new 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 ); } } export { AfterimagePass };