Reputation: 9471
I'm trying to make an app that will simulate long exposure photography. The idea is that I grab the current frame from the webcam and composite it onto a canvas. Over time, the photo will 'expose', getting brighter and brighter. (see http://www.chromeexperiments.com/detail/light-paint-live-mercury/?f=)
I have a shader that works perfectly. It's just like the 'add' blend mode in photoshop. The problem is that I can't get it to recycle the previous frame.
I thought that it would be something simple like renderer.autoClear = false;
but that option seems to do nothing in this context.
Here's the code that uses THREE.EffectComposer to apply the shader.
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();
}
Here is the shader. Nothing fancy.
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")
Upvotes: 4
Views: 2011
Reputation: 1525
This is in essence equivalent to posit labs answer, but I've had success with a more streamlined solution - I create an EffectComposer with only the ShaderPass I want recycled, then swap renderTargets for that composer with each render.
Initialization:
THREE.EffectComposer.prototype.swapTargets = function() {
var tmp = this.renderTarget2;
this.renderTarget2 = this.renderTarget1;
this.renderTarget1 = tmp;
};
...
composer = new THREE.EffectComposer(renderer,
new THREE.WebGLRenderTarget(512, 512, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat })
);
var addEffect = new THREE.ShaderPass(addShader, 'frameTexture');
addEffect.renderToScreen = true;
this.composer.addPass(addEffect);
render:
composer.render();
composer.swapTargets();
A secondary EffectComposer can then take one of the two renderTargets and push it to the screen or transform it further.
Also note I declare the "frameTexture" as textureID when initializing the ShaderPass. This lets ShaderPass know to update the frameTexture uniform with the results from the previous Pass.
Upvotes: 2
Reputation: 19602
Try with this:
this.renderer = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
Upvotes: 0
Reputation: 9471
To achieve this kind of feedback effect, you have to alternate writing to separate instances of WebGLRenderTarget
. Otherwise, the frame buffer is overwritten. Not totally sure why this happens... but here is the solution.
init:
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 });
render:
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;
Upvotes: 1