未验证 提交 58f60e78 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13917 from HypnosNova/afterimage-effect

add afterimage effect
......@@ -222,6 +222,7 @@ var files = {
"webgl_points_sprites",
"webgl_postprocessing",
"webgl_postprocessing_advanced",
"webgl_postprocessing_afterimage",
"webgl_postprocessing_backgrounds",
"webgl_postprocessing_crossfade",
"webgl_postprocessing_dof",
......
/**
* @author HypnosNova / https://www.threejs.org.cn/gallery/
*/
THREE.AfterimagePass = function ( damp ) {
THREE.Pass.call( this );
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 !== undefined ? damp : 0.96;
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.sceneComp = new THREE.Scene();
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
this.camera.position.z = 1;
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial );
this.sceneComp.add( this.quadComp );
var material = new THREE.MeshBasicMaterial( {
map: this.textureComp.texture
} );
var quadScreen = new THREE.Mesh( geometry, material );
this.scene.add( quadScreen );
};
THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.AfterimagePass,
render: function ( renderer, writeBuffer, readBuffer ) {
this.uniforms[ "tOld" ].value = this.textureOld.texture;
this.uniforms[ "tNew" ].value = readBuffer.texture;
this.quadComp.material = this.shaderMaterial;
renderer.render( this.sceneComp, this.camera, this.textureComp );
renderer.render( this.scene, this.camera, this.textureOld );
if ( this.renderToScreen ) {
renderer.render( this.scene, this.camera );
} else {
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
}
}
} );
/**
* @author HypnosNova / https://www.threejs.org.cn/gallery/
*
* Afterimage shader
* I created this effect inspired by a demo on codepen:
* https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&
*/
THREE.AfterimageShader = {
uniforms: {
"damp": { value: 0.96 },
"tOld": { value: null },
"tNew": { value: null }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float damp;",
"uniform sampler2D tOld;",
"uniform sampler2D tNew;",
"varying vec2 vUv;",
"vec4 when_gt( vec4 x, float y ) {",
"return max( sign( x - y ), 0.0 );",
"}",
"void main() {",
"vec4 texelOld = texture2D( tOld, vUv );",
"vec4 texelNew = texture2D( tNew, vUv );",
"texelOld *= damp * when_gt( texelOld, 0.1 );",
"gl_FragColor = max(texelNew, texelOld);",
"}"
].join( "\n" )
};
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - afterimage</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/AfterimageShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/AfterimagePass.js"></script>
<script src="js/libs/dat.gui.min.js" type="text/javascript" charset="utf-8"></script>
<script>
var camera, scene, renderer, composer;
var mesh, light;
var afterimagePass, enable = true;
init();
createGUI();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 2, 2, 2);
var material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
// postprocessing
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
afterimagePass = new THREE.AfterimagePass();
afterimagePass.renderToScreen = true;
composer.addPass( afterimagePass );
window.addEventListener( 'resize', onWindowResize, false );
}
function createGUI(){
var gui = new dat.GUI( { name: 'Damp setting' } );
gui.add( afterimagePass.uniforms[ "damp" ], 'value', 0, 1 ).step( 0.001 );
gui.add( this, 'enable' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
if( enable ){
composer.render();
} else {
renderer.render( scene, camera );
}
}
</script>
</body>
</html>
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