javascript – 使用循环帧缓冲区的threejs片段着色器

我正在尝试制作一款可以模拟长时间曝光摄影的应用.我的想法是从网络摄像头抓取当前帧并将其合成到画布上.随着时间的推移,照片将“曝光”,变得更亮更明亮. (见
http://www.chromeexperiments.com/detail/light-paint-live-mercury/?f=)

我有一个完美的着色器.这就像在photoshop中的’添加’混合模式.问题是我不能让它回收前一帧.

我认为它会像renderer.autoClear = false一样简单;但在这种情况下,这种选择似乎无能为力.

这是使用THREE.EffectComposer应用着色器的代码.

        onWebcamInit: function () {    
            var $stream = $("#user-stream"),
                width = $stream.width(),
                height = $stream.height(),
                near = .1,
                far = 10000;

            this.renderer = new THREE.WebGLRenderer();
            this.renderer.setSize(width, height);
            this.renderer.autoClear = false;
            this.scene = new THREE.Scene();

            this.camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, near, far);
            this.scene.add(this.camera);

            this.$el.append(this.renderer.domElement);

            this.frameTexture = new THREE.Texture(document.querySelector("#webcam"));
            this.compositeTexture = new THREE.Texture(this.renderer.domElement);

            this.composer = new THREE.EffectComposer(this.renderer);

            // same effect with or without this line
            // this.composer.addPass(new THREE.RenderPass(this.scene, this.camera));

            var addEffect = new THREE.ShaderPass(addShader);
            addEffect.uniforms[ 'exposure' ].value = .5;
            addEffect.uniforms[ 'frameTexture' ].value = this.frameTexture;
            addEffect.renderToScreen = true;
            this.composer.addPass(addEffect);

            this.plane = new THREE.Mesh(new THREE.PlaneGeometry(width, height, 1, 1), new THREE.MeshBasicMaterial({map: this.compositeTexture}));
            this.scene.add(this.plane);

            this.frameTexture.needsUpdate = true;
            this.compositeTexture.needsUpdate = true;

            new FrameImpulse(this.renderFrame);

        },
        renderFrame: function () {
            this.frameTexture.needsUpdate = true;
            this.compositeTexture.needsUpdate = true;
            this.composer.render();
        }

这是着色器.没有什么花哨.

        uniforms: {
            "tDiffuse": { type: "t", value: null },
            "frameTexture": { type: "t", value: null },
            "exposure": { type: "f", value: 1.0 }
        },

        vertexShader: [
            "varying vec2 vUv;",
            "void main() {",
            "vUv = uv;",
            "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            "}"
        ].join("\n"),

        fragmentShader: [

            "uniform sampler2D frameTexture;",
            "uniform sampler2D tDiffuse;",
            "uniform float exposure;",
            "varying vec2 vUv;",

            "void main() {",
            "vec4 n = texture2D(frameTexture, vUv);",
            "vec4 o = texture2D(tDiffuse, vUv);",
            "vec3 sum = n.rgb + o.rgb;",
            "gl_FragColor = vec4(mix(o.rgb, sum.rgb, exposure), 1.0);",
            "}"

        ].join("\n")

最佳答案 要实现这种反馈效果,您必须交替写入WebGLRenderTarget的单独实例.否则,帧缓冲区被覆盖.不完全确定为什么会发生这种情况……但这是解决方案.

在里面:

    this.rt1 = new THREE.WebGLRenderTarget(512, 512, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat });
    this.rt2 = new THREE.WebGLRenderTarget(512, 512, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat });

渲染:

    this.renderer.render(this.scene, this.camera);
    this.renderer.render(this.scene, this.camera, this.rt1, false);

    // swap buffers
    var a = this.rt2;
    this.rt2 = this.rt1;
    this.rt1 = a;
    this.shaders.add.uniforms.tDiffuse.value = this.rt2;
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