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Examples: Add transition effect. #28174

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204 changes: 204 additions & 0 deletions examples/jsm/postprocessing/RenderTransitionPass.js
Original file line number Diff line number Diff line change
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import {
HalfFloatType,
ShaderMaterial,
WebGLRenderTarget
} from 'three';
import { FullScreenQuad, Pass } from './Pass.js';

class RenderTransitionPass extends Pass {

constructor( sceneA, cameraA, sceneB, cameraB ) {

super();

this.material = this.createMaterial();
this.fsQuad = new FullScreenQuad( this.material );

this.sceneA = sceneA;
this.cameraA = cameraA;
this.sceneB = sceneB;
this.cameraB = cameraB;

this.renderTargetA = new WebGLRenderTarget();
this.renderTargetA.texture.type = HalfFloatType;
this.renderTargetB = new WebGLRenderTarget();
this.renderTargetB.texture.type = HalfFloatType;

this.pixelRatio = 1;

}

setTransition( value ) {

this.material.uniforms.mixRatio.value = value;

}

useTexture( value ) {

this.material.uniforms.useTexture.value = value ? 1 : 0;

}

setTexture( value ) {

this.material.uniforms.tMixTexture.value = value;

}

setTextureThreshold( value ) {

this.material.uniforms.threshold.value = value;

}

setPixelRatio( value ) {

this.pixelRatio = value;

}

setSize( width, height ) {

const pixelRatio = this.pixelRatio;
width = pixelRatio * width;
height = pixelRatio * height;
this.renderTargetA.setSize( width, height );
this.renderTargetB.setSize( width, height );

}

render( renderer, writeBuffer ) {

const uniforms = this.fsQuad.material.uniforms;
const transition = uniforms.mixRatio.value;

// Prevent render both scenes when it's not necessary

if ( transition === 0 ) {

renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.sceneB, this.cameraB );

} else if ( transition === 1 ) {

renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.sceneA, this.cameraA );

} else {

// When 0 < transition < 1 render transition between two scenes

renderer.setRenderTarget( this.renderTargetA );
renderer.render( this.sceneA, this.cameraA );
renderer.setRenderTarget( this.renderTargetB );
renderer.render( this.sceneB, this.cameraB );

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 );

}

}

dispose() {

this.renderTargetA.dispose();
this.renderTargetB.dispose();
this.material.dispose();
this.fsQuad.dispose();

}

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 );

}

#include <tonemapping_fragment>
#include <colorspace_fragment>

}
`
} );

}

}

export { RenderTransitionPass };