提交 4826d7f1 编写于 作者: O Olli Etuaho

Rename delta to deltaTime in postprocessing passes

"Delta" is generally used to just mean change. The previous name didn't make it clear what was changing.

Also calculate deltaTime automatically in EffectComposer in case it's not provided.
上级 997c011f
......@@ -130,7 +130,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
constructor: THREE.AdaptiveToneMappingPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
if ( this.needsInit ) {
......@@ -153,7 +153,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
//Use the new luminance values, the previous luminance and the frame delta to
//adapt the luminance over time.
this.quad.material = this.materialAdaptiveLum;
this.materialAdaptiveLum.uniforms.delta.value = delta;
this.materialAdaptiveLum.uniforms.delta.value = deltaTime;
this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
renderer.render( this.scene, this.camera, this.luminanceRT );
......
......@@ -80,7 +80,7 @@ THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
constructor: THREE.BloomPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
......
......@@ -82,7 +82,7 @@ THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
constructor: THREE.BokehPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.quad2.material = this.materialBokeh;
......
......@@ -17,7 +17,7 @@ THREE.ClearPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
constructor: THREE.ClearPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
var oldClearColor, oldClearAlpha;
......
......@@ -36,7 +36,7 @@ THREE.CubeTexturePass.prototype = Object.assign( Object.create( THREE.Pass.proto
constructor: THREE.CubeTexturePass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
......
......@@ -38,7 +38,7 @@ THREE.DotScreenPass.prototype = Object.assign( Object.create( THREE.Pass.prototy
constructor: THREE.DotScreenPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.uniforms[ "tSize" ].value.set( readBuffer.width, readBuffer.height );
......
......@@ -46,6 +46,8 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
this.previousFrameTime = Date.now();
};
Object.assign( THREE.EffectComposer.prototype, {
......@@ -73,7 +75,14 @@ Object.assign( THREE.EffectComposer.prototype, {
},
render: function ( delta ) {
// deltaTime value is in seconds.
render: function ( deltaTime ) {
if ( deltaTime == undefined )
{
deltaTime = (Date.now() - this.previousFrameTime) * 0.001;
}
this.previousFrameTime = Date.now();
var maskActive = false;
......@@ -85,7 +94,7 @@ Object.assign( THREE.EffectComposer.prototype, {
if ( pass.enabled === false ) continue;
pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
if ( pass.needsSwap ) {
......@@ -95,7 +104,7 @@ Object.assign( THREE.EffectComposer.prototype, {
context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
context.stencilFunc( context.EQUAL, 1, 0xffffffff );
......@@ -180,7 +189,7 @@ Object.assign( THREE.Pass.prototype, {
setSize: function ( width, height ) {},
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
......
......@@ -39,10 +39,10 @@ THREE.FilmPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
constructor: THREE.FilmPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.uniforms[ "time" ].value += delta;
this.uniforms[ "time" ].value += deltaTime;
this.quad.material = this.material;
......
......@@ -40,7 +40,7 @@ THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
constructor: THREE.GlitchPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.uniforms[ 'seed' ].value = Math.random();//default seeding
......
......@@ -48,7 +48,7 @@ THREE.HalftonePass = function ( width, height, params ) {
constructor: THREE.HalftonePass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.material.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.quad.material = this.material;
......
......@@ -20,7 +20,7 @@ THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
constructor: THREE.MaskPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
var context = renderer.context;
var state = renderer.state;
......@@ -88,7 +88,7 @@ THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );
Object.assign( THREE.ClearMaskPass.prototype, {
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
renderer.state.buffers.stencil.setTest( false );
......
......@@ -255,7 +255,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
},
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
if ( this.selectedObjects.length > 0 ) {
......
......@@ -24,7 +24,7 @@ THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
constructor: THREE.RenderPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
......
......@@ -178,7 +178,7 @@ THREE.SAOPass.OUTPUT = {
THREE.SAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.SAOPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
// Rendering readBuffer first when rendering to screen
if ( this.renderToScreen ) {
......
......@@ -120,7 +120,7 @@ THREE.SMAAPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
constructor: THREE.SMAAPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
// pass 1
......
......@@ -173,7 +173,7 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
},
render: function ( renderer, writeBuffer /*, readBuffer, delta, maskActive */ ) {
render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
// render beauty and depth
......
......@@ -42,7 +42,7 @@ THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
constructor: THREE.ShaderPass,
render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
if ( this.uniforms[ this.textureID ] ) {
......
......@@ -33,11 +33,11 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
constructor: THREE.TAARenderPass,
render: function ( renderer, writeBuffer, readBuffer, delta ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime ) {
if ( ! this.accumulate ) {
THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta );
THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, deltaTime );
this.accumulateIndex = - 1;
return;
......@@ -62,7 +62,7 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
if ( this.accumulate && this.accumulateIndex === - 1 ) {
THREE.SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, delta );
THREE.SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, deltaTime );
this.accumulateIndex = 0;
......
......@@ -41,7 +41,7 @@ THREE.TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
constructor: THREE.TexturePass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
......
......@@ -185,7 +185,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
},
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.oldClearColor.copy( renderer.getClearColor() );
this.oldClearAlpha = renderer.getClearAlpha();
......
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