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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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4b69c492
编写于
8月 01, 2019
作者:
M
Mugen87
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电子邮件补丁
差异文件
Docs: Added page for EffectComposer.
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d1f94e36
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3
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3 changed file
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docs/examples/en/postprocessing/EffectComposer.html
docs/examples/en/postprocessing/EffectComposer.html
+155
-0
docs/examples/zh/postprocessing/EffectComposer.html
docs/examples/zh/postprocessing/EffectComposer.html
+153
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docs/list.js
docs/list.js
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未找到文件。
docs/examples/en/postprocessing/EffectComposer.html
0 → 100644
浏览文件 @
4b69c492
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<p
class=
"desc"
>
Used to implement post-processing effects in three.js. The class manages a chain of post-processing passes
to produce the final visual result. Post-processing passes are executed in order of their addition/insertion.
The last pass is automatically rendered to screen.
</p>
<h2>
Examples
</h2>
<p>
[example:webgl_postprocessing postprocessing]
<br
/>
[example:webgl_postprocessing_advanced postprocessing advanced]
<br
/>
[example:webgl_postprocessing_backgrounds postprocessing backgrounds]
<br
/>
[example:webgl_postprocessing_crossfade postprocessing crossfade]
<br
/>
[example:webgl_postprocessing_dof postprocessing depth-of-field]
<br
/>
[example:webgl_postprocessing_dof2 postprocessing depth-of-field 2]
<br
/>
[example:webgl_postprocessing_fxaa postprocessing fxaa]
<br
/>
[example:webgl_postprocessing_glitch postprocessing glitch]
<br
/>
[example:webgl_postprocessing_godrays postprocessing godrays]
<br
/>
[example:webgl_postprocessing_masking postprocessing masking]
<br
/>
[example:webgl_postprocessing_nodes postprocessing node material]
<br
/>
[example:webgl_postprocessing_outline postprocessing outline]
<br
/>
[example:webgl_postprocessing_pixel postprocessing pixelate]
<br
/>
[example:webgl_postprocessing_procedural postprocessing procedural]
<br
/>
[example:webgl_postprocessing_rgb_halftone postprocessing rgb halftone]
<br
/>
[example:webgl_postprocessing_sao postprocessing sao]
<br
/>
[example:webgl_postprocessing_smaa postprocessing smaa]
<br
/>
[example:webgl_postprocessing_sobel postprocessing sobel]
<br
/>
[example:webgl_postprocessing_ssaa postprocessing ssaa]
<br
/>
[example:webgl_postprocessing_ssao postprocessing ssao]
<br
/>
[example:webgl_postprocessing_taa postprocessing taa]
<br
/>
[example:webgl_postprocessing_unreal_bloom postprocessing unreal bloom]
<br
/>
[example:webgl_postprocessing_unreal_bloom_selective postprocessing unreal bloom selective]
<br
/>
</p>
<h2>
Constructor
</h2>
<h3>
[name]( [param:WebGLRenderer renderer], [param:WebGLRenderTarget renderTarget] )
</h3>
<p>
[page:WebGLRenderer renderer] -- The renderer used to render the scene.
<br
/>
[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name].
</p>
<h2>
Properties
</h2>
<h3>
[property:Boolean passes]
</h3>
<p>
An array representing the (ordered) chain of post-processing passes.
</p>
<h3>
[property:WebGLRendererTarget readBuffer]
</h3>
<p>
A reference to the internal read buffer. Passes usually read the previous render result from this buffer.
</p>
<h3>
[property:WebGLRenderer renderer]
</h3>
<p>
A reference to the internal renderer.
</p>
<h3>
[property:Boolean renderToScreen]
</h3>
<p>
Whether the final pass is rendered to the screen (default framebuffer) or not.
</p>
<h3>
[property:WebGLRendererTarget writeBuffer]
</h3>
<p>
A reference to the internal write buffer. Passes usually write their result into this buffer.
</p>
<h2>
Methods
</h2>
<h3>
[method:void addPass]( [param:Pass pass] )
</h3>
<p>
pass -- The pass to add to the pass chain.
<br
/><br
/>
Adds the given pass to the pass chain.
</p>
<h3>
[method:void insertPass]( [param:Pass pass], [param:Integer index] )
</h3>
<p>
pass -- The pass to insert into the pass chain.
<br
/>
index -- Defines the position in the pass chain where the pass should be inserted.
<br
/><br
/>
Inserts the given pass into the pass chain at the given index.
</p>
<h3>
[method:boolean isLastEnabledPass]( [param:Integer passIndex] )
</h3>
<p>
passIndex -- The pass to check.
<br
/><br
/>
Returns true if the pass for the given index is the last enabled pass in the pass chain.
Used by [name] to determine when a pass should be rendered to screen.
</p>
<h3>
[method:void render]( [param:Float deltaTime] )
</h3>
<p>
deltaTime -- The delta time value.
<br
/><br
/>
Executes all enabled post-processing passes in order to produce the final frame.
</p>
<h3>
[method:void reset]( [param:WebGLRenderTarget renderTarget] )
</h3>
<p>
[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name]..
<br
/><br
/>
Resets the internal state of the [name].
</p>
<h3>
[method:void setPixelRatio]( [param:Float pixelRatio] )
</h3>
<p>
pixelRatio -- The device pixel ratio.
<br
/><br
/>
Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output.
Thus, the semantic of the method is similar to [page:WebGLRenderer.setPixelRatio]().
</p>
<h3>
[method:void setSize]( [param:Integer width], [param:Integer height] )
</h3>
<p>
width -- The width of the [name].
<br
/>
height -- The height of the [name].
<br
/><br
/>
Resizes the internal render buffers and passes to (width, height) with device pixel ratio taken into account.
Thus, the semantic of the method is similar to [page:WebGLRenderer.setSize]().
</p>
<h3>
[method:void swapBuffers]()
</h3>
<p>
Swaps the internal read/write buffers.
</p>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js examples/js/postprocessing/EffectComposer.js]
</body>
</html>
docs/examples/zh/postprocessing/EffectComposer.html
0 → 100644
浏览文件 @
4b69c492
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<p
class=
"desc"
>
TODO
</p>
<h2>
Examples
</h2>
<p>
[example:webgl_postprocessing postprocessing]
<br
/>
[example:webgl_postprocessing_advanced postprocessing advanced]
<br
/>
[example:webgl_postprocessing_backgrounds postprocessing backgrounds]
<br
/>
[example:webgl_postprocessing_crossfade postprocessing crossfade]
<br
/>
[example:webgl_postprocessing_dof postprocessing depth-of-field]
<br
/>
[example:webgl_postprocessing_dof2 postprocessing depth-of-field 2]
<br
/>
[example:webgl_postprocessing_fxaa postprocessing fxaa]
<br
/>
[example:webgl_postprocessing_glitch postprocessing glitch]
<br
/>
[example:webgl_postprocessing_godrays postprocessing godrays]
<br
/>
[example:webgl_postprocessing_masking postprocessing masking]
<br
/>
[example:webgl_postprocessing_nodes postprocessing node material]
<br
/>
[example:webgl_postprocessing_outline postprocessing outline]
<br
/>
[example:webgl_postprocessing_pixel postprocessing pixelate]
<br
/>
[example:webgl_postprocessing_procedural postprocessing procedural]
<br
/>
[example:webgl_postprocessing_rgb_halftone postprocessing rgb halftone]
<br
/>
[example:webgl_postprocessing_sao postprocessing sao]
<br
/>
[example:webgl_postprocessing_smaa postprocessing smaa]
<br
/>
[example:webgl_postprocessing_sobel postprocessing sobel]
<br
/>
[example:webgl_postprocessing_ssaa postprocessing ssaa]
<br
/>
[example:webgl_postprocessing_ssao postprocessing ssao]
<br
/>
[example:webgl_postprocessing_taa postprocessing taa]
<br
/>
[example:webgl_postprocessing_unreal_bloom postprocessing unreal bloom]
<br
/>
[example:webgl_postprocessing_unreal_bloom_selective postprocessing unreal bloom selective]
<br
/>
</p>
<h2>
Constructor
</h2>
<h3>
[name]( [param:WebGLRenderer renderer], [param:WebGLRenderTarget renderTarget] )
</h3>
<p>
[page:WebGLRenderer renderer] -- The renderer used to render the scene.
<br
/>
[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name].
</p>
<h2>
Properties
</h2>
<h3>
[property:Boolean passes]
</h3>
<p>
An array representing the (ordered) chain of post-processing passes.
</p>
<h3>
[property:WebGLRendererTarget readBuffer]
</h3>
<p>
A reference to the internal read buffer. Passes usually read the previous render result from this buffer.
</p>
<h3>
[property:WebGLRenderer renderer]
</h3>
<p>
A reference to the internal renderer.
</p>
<h3>
[property:Boolean renderToScreen]
</h3>
<p>
Whether the final pass is rendered to the screen (default framebuffer) or not.
</p>
<h3>
[property:WebGLRendererTarget writeBuffer]
</h3>
<p>
A reference to the internal write buffer. Passes usually write their result into this buffer.
</p>
<h2>
Methods
</h2>
<h3>
[method:void addPass]( [param:Pass pass] )
</h3>
<p>
pass -- The pass to add to the pass chain.
<br
/><br
/>
Adds the given pass to the pass chain.
</p>
<h3>
[method:void insertPass]( [param:Pass pass], [param:Integer index] )
</h3>
<p>
pass -- The pass to insert into the pass chain.
<br
/>
index -- Defines the position in the pass chain where the pass should be inserted.
<br
/><br
/>
Inserts the given pass into the pass chain at the given index.
</p>
<h3>
[method:boolean isLastEnabledPass]( [param:Integer passIndex] )
</h3>
<p>
passIndex -- The pass to check.
<br
/><br
/>
Returns true if the pass for the given index is the last enabled pass in the pass chain.
Used by [name] to determine when a pass should be rendered to screen.
</p>
<h3>
[method:void render]( [param:Float deltaTime] )
</h3>
<p>
deltaTime -- The delta time value.
<br
/><br
/>
Executes all enabled post-processing passes in order to produce the final frame.
</p>
<h3>
[method:void reset]( [param:WebGLRenderTarget renderTarget] )
</h3>
<p>
[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name]..
<br
/><br
/>
Resets the internal state of the [name].
</p>
<h3>
[method:void setPixelRatio]( [param:Float pixelRatio] )
</h3>
<p>
pixelRatio -- The device pixel ratio.
<br
/><br
/>
Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output.
Thus, the semantic of the method is similar to [page:WebGLRenderer.setPixelRatio]().
</p>
<h3>
[method:void setSize]( [param:Integer width], [param:Integer height] )
</h3>
<p>
width -- The width of the [name].
<br
/>
height -- The height of the [name].
<br
/><br
/>
Resizes the internal render buffers and passes to (width, height) with device pixel ratio taken into account.
Thus, the semantic of the method is similar to [page:WebGLRenderer.setSize]().
</p>
<h3>
[method:void swapBuffers]()
</h3>
<p>
Swaps the internal read/write buffers.
</p>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js examples/js/postprocessing/EffectComposer.js]
</body>
</html>
docs/list.js
浏览文件 @
4b69c492
...
...
@@ -384,6 +384,10 @@ var list = {
"
Lensflare
"
:
"
examples/en/objects/Lensflare
"
,
},
"
Post-Processing
"
:
{
"
EffectComposer
"
:
"
examples/en/postprocessing/EffectComposer
"
},
"
Exporters
"
:
{
"
GLTFExporter
"
:
"
examples/en/exporters/GLTFExporter
"
,
"
PLYExporter
"
:
"
examples/en/exporters/PLYExporter
"
,
...
...
@@ -815,6 +819,10 @@ var list = {
"
Lensflare
"
:
"
examples/zh/objects/Lensflare
"
,
},
"
Post-Processing
"
:
{
"
EffectComposer
"
:
"
examples/zh/postprocessing/EffectComposer
"
},
"
导出器
"
:
{
"
GLTFExporter
"
:
"
examples/zh/exporters/GLTFExporter
"
,
"
PLYExporter
"
:
"
examples/zh/exporters/PLYExporter
"
...
...
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