我正在尝试制作一个模拟长时间曝光摄影的应用程序。这个想法是我从网络摄像头中抓取当前帧并将其合成到画布上。随着时间的推移,照片会“曝光”,变得越来越亮。(见http://www.chromeexperiments.com/detail/light-paint-live-mercury/?f=)
我有一个完美运行的着色器。这就像 Photoshop 中的“添加”混合模式。问题是我无法让它回收前一帧。
我认为这将是一些简单的事情renderer.autoClear = false;
,但在这种情况下,该选项似乎无济于事。
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")