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636d2e5d
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636d2e5d
编写于
12月 07, 2016
作者:
B
Ben Houston
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
set render target names properly for all created render targets in ThreeJS.
上级
4f53d937
变更
15
显示空白变更内容
内联
并排
Showing
15 changed file
with
35 addition
and
9 deletion
+35
-9
examples/js/pmrem/PMREMCubeUVPacker.js
examples/js/pmrem/PMREMCubeUVPacker.js
+1
-0
examples/js/pmrem/PMREMGenerator.js
examples/js/pmrem/PMREMGenerator.js
+1
-0
examples/js/postprocessing/AdaptiveToneMappingPass.js
examples/js/postprocessing/AdaptiveToneMappingPass.js
+3
-0
examples/js/postprocessing/BloomPass.js
examples/js/postprocessing/BloomPass.js
+2
-0
examples/js/postprocessing/BokehPass.js
examples/js/postprocessing/BokehPass.js
+3
-1
examples/js/postprocessing/EffectComposer.js
examples/js/postprocessing/EffectComposer.js
+2
-1
examples/js/postprocessing/OutlinePass.js
examples/js/postprocessing/OutlinePass.js
+7
-0
examples/js/postprocessing/SMAAPass.js
examples/js/postprocessing/SMAAPass.js
+6
-2
examples/js/postprocessing/SSAARenderPass.js
examples/js/postprocessing/SSAARenderPass.js
+1
-1
examples/js/postprocessing/SavePass.js
examples/js/postprocessing/SavePass.js
+1
-1
examples/js/postprocessing/TAARenderPass.js
examples/js/postprocessing/TAARenderPass.js
+2
-0
examples/js/postprocessing/UnrealBloomPass.js
examples/js/postprocessing/UnrealBloomPass.js
+3
-0
examples/webgl_postprocessing_ssao.html
examples/webgl_postprocessing_ssao.html
+1
-1
src/cameras/CubeCamera.js
src/cameras/CubeCamera.js
+1
-1
src/renderers/webgl/WebGLShadowMap.js
src/renderers/webgl/WebGLShadowMap.js
+1
-1
未找到文件。
examples/js/pmrem/PMREMCubeUVPacker.js
浏览文件 @
636d2e5d
...
...
@@ -32,6 +32,7 @@ THREE.PMREMCubeUVPacker = function( cubeTextureLods, numLods ) {
};
this
.
CubeUVRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
size
,
size
,
params
);
this
.
CubeUVRenderTarget
.
texture
.
name
=
"
PMREMCubeUVPacker.cubeUv
"
;
this
.
CubeUVRenderTarget
.
texture
.
mapping
=
THREE
.
CubeUVReflectionMapping
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
size
*
0.5
,
size
*
0.5
,
-
size
*
0.5
,
size
*
0.5
,
0.0
,
1000
);
...
...
examples/js/pmrem/PMREMGenerator.js
浏览文件 @
636d2e5d
...
...
@@ -42,6 +42,7 @@ THREE.PMREMGenerator = function( sourceTexture ) {
for
(
var
i
=
0
;
i
<
this
.
numLods
;
i
++
)
{
var
renderTarget
=
new
THREE
.
WebGLRenderTargetCube
(
size
,
size
,
params
);
renderTarget
.
texture
.
name
=
"
PMREMGenerator.cube
"
+
i
;
this
.
cubeLods
.
push
(
renderTarget
);
size
=
Math
.
max
(
16
,
size
/
2
);
...
...
examples/js/postprocessing/AdaptiveToneMappingPass.js
浏览文件 @
636d2e5d
...
...
@@ -190,14 +190,17 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
var
pars
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBAFormat
};
// was RGB format. changed to RGBA format. see discussion in #8415 / #8450
this
.
luminanceRT
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
,
this
.
resolution
,
pars
);
this
.
luminanceRT
.
texture
.
name
=
"
AdaptiveToneMappingPass.l
"
;
this
.
luminanceRT
.
texture
.
generateMipmaps
=
false
;
this
.
previousLuminanceRT
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
,
this
.
resolution
,
pars
);
this
.
previousLuminanceRT
.
texture
.
name
=
"
AdaptiveToneMappingPass.pl
"
;
this
.
previousLuminanceRT
.
texture
.
generateMipmaps
=
false
;
// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
pars
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
this
.
currentLuminanceRT
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
,
this
.
resolution
,
pars
);
this
.
currentLuminanceRT
.
texture
.
name
=
"
AdaptiveToneMappingPass.cl
"
;
if
(
this
.
adaptive
)
{
...
...
examples/js/postprocessing/BloomPass.js
浏览文件 @
636d2e5d
...
...
@@ -16,7 +16,9 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
var
pars
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBAFormat
};
this
.
renderTargetX
=
new
THREE
.
WebGLRenderTarget
(
resolution
,
resolution
,
pars
);
this
.
renderTargetX
.
texture
.
name
=
"
BloomPass.x
"
;
this
.
renderTargetY
=
new
THREE
.
WebGLRenderTarget
(
resolution
,
resolution
,
pars
);
this
.
renderTargetY
.
texture
.
name
=
"
BloomPass.y
"
;
// copy material
...
...
examples/js/postprocessing/BokehPass.js
浏览文件 @
636d2e5d
...
...
@@ -23,10 +23,12 @@ THREE.BokehPass = function ( scene, camera, params ) {
this
.
renderTargetColor
=
new
THREE
.
WebGLRenderTarget
(
width
,
height
,
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBFormat
format
:
THREE
.
RGBFormat
,
name
:
"
BokehPass.color
"
}
);
this
.
renderTargetDepth
=
this
.
renderTargetColor
.
clone
();
this
.
renderTargetDepth
.
texture
.
name
=
"
BokehPass.depth
"
;
// depth material
...
...
examples/js/postprocessing/EffectComposer.js
浏览文件 @
636d2e5d
...
...
@@ -16,11 +16,12 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
};
var
size
=
renderer
.
getSize
();
renderTarget
=
new
THREE
.
WebGLRenderTarget
(
size
.
width
,
size
.
height
,
parameters
);
renderTarget
.
texture
.
name
=
"
EffectComposer.rt1
"
;
}
this
.
renderTarget1
=
renderTarget
;
this
.
renderTarget2
=
renderTarget
.
clone
();
this
.
renderTarget2
.
texture
.
name
=
"
EffectComposer.rt2
"
;
this
.
writeBuffer
=
this
.
renderTarget1
;
this
.
readBuffer
=
this
.
renderTarget2
;
...
...
examples/js/postprocessing/OutlinePass.js
浏览文件 @
636d2e5d
...
...
@@ -28,6 +28,7 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
this
.
maskBufferMaterial
=
new
THREE
.
MeshBasicMaterial
({
color
:
0xffffff
});
this
.
maskBufferMaterial
.
side
=
THREE
.
DoubleSide
;
this
.
renderTargetMaskBuffer
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
.
x
,
this
.
resolution
.
y
,
pars
);
this
.
renderTargetMaskBuffer
.
texture
.
name
=
"
OutlinePass.mask
"
;
this
.
renderTargetMaskBuffer
.
texture
.
generateMipmaps
=
false
;
this
.
depthMaterial
=
new
THREE
.
MeshDepthMaterial
();
...
...
@@ -39,20 +40,26 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
this
.
prepareMaskMaterial
.
side
=
THREE
.
DoubleSide
;
this
.
renderTargetDepthBuffer
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
.
x
,
this
.
resolution
.
y
,
pars
);
this
.
renderTargetDepthBuffer
.
texture
.
name
=
"
OutlinePass.depth
"
;
this
.
renderTargetDepthBuffer
.
texture
.
generateMipmaps
=
false
;
this
.
renderTargetMaskDownSampleBuffer
=
new
THREE
.
WebGLRenderTarget
(
resx
,
resy
,
pars
);
this
.
renderTargetMaskDownSampleBuffer
.
texture
.
name
=
"
OutlinePass.depthDownSample
"
;
this
.
renderTargetMaskDownSampleBuffer
.
texture
.
generateMipmaps
=
false
;
this
.
renderTargetBlurBuffer1
=
new
THREE
.
WebGLRenderTarget
(
resx
,
resy
,
pars
);
this
.
renderTargetBlurBuffer1
.
texture
.
name
=
"
OutlinePass.blur1
"
;
this
.
renderTargetBlurBuffer1
.
texture
.
generateMipmaps
=
false
;
this
.
renderTargetBlurBuffer2
=
new
THREE
.
WebGLRenderTarget
(
Math
.
round
(
resx
/
2
),
Math
.
round
(
resy
/
2
),
pars
);
this
.
renderTargetBlurBuffer2
.
texture
.
name
=
"
OutlinePass.blur2
"
;
this
.
renderTargetBlurBuffer2
.
texture
.
generateMipmaps
=
false
;
this
.
edgeDetectionMaterial
=
this
.
getEdgeDetectionMaterial
();
this
.
renderTargetEdgeBuffer1
=
new
THREE
.
WebGLRenderTarget
(
resx
,
resy
,
pars
);
this
.
renderTargetEdgeBuffer1
.
texture
.
name
=
"
OutlinePass.edge1
"
;
this
.
renderTargetEdgeBuffer1
.
texture
.
generateMipmaps
=
false
;
this
.
renderTargetEdgeBuffer2
=
new
THREE
.
WebGLRenderTarget
(
Math
.
round
(
resx
/
2
),
Math
.
round
(
resy
/
2
),
pars
);
this
.
renderTargetEdgeBuffer2
.
texture
.
name
=
"
OutlinePass.edge2
"
;
this
.
renderTargetEdgeBuffer2
.
texture
.
generateMipmaps
=
false
;
var
MAX_EDGE_THICKNESS
=
4
;
...
...
examples/js/postprocessing/SMAAPass.js
浏览文件 @
636d2e5d
...
...
@@ -13,7 +13,8 @@ THREE.SMAAPass = function ( width, height ) {
stencilBuffer
:
false
,
generateMipmaps
:
false
,
minFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBFormat
format
:
THREE
.
RGBFormat
,
name
:
"
SMAAPass.edges
"
}
);
this
.
weightsRT
=
new
THREE
.
WebGLRenderTarget
(
width
,
height
,
{
...
...
@@ -21,7 +22,8 @@ THREE.SMAAPass = function ( width, height ) {
stencilBuffer
:
false
,
generateMipmaps
:
false
,
minFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBAFormat
format
:
THREE
.
RGBAFormat
,
name
:
"
SMAAPass.weights
"
}
);
// textures
...
...
@@ -30,6 +32,7 @@ THREE.SMAAPass = function ( width, height ) {
areaTextureImage
.
src
=
this
.
getAreaTexture
();
this
.
areaTexture
=
new
THREE
.
Texture
();
this
.
areaTexture
.
name
=
"
SMAAPass.area
"
;
this
.
areaTexture
.
image
=
areaTextureImage
;
this
.
areaTexture
.
format
=
THREE
.
RGBFormat
;
this
.
areaTexture
.
minFilter
=
THREE
.
LinearFilter
;
...
...
@@ -41,6 +44,7 @@ THREE.SMAAPass = function ( width, height ) {
searchTextureImage
.
src
=
this
.
getSearchTexture
();
this
.
searchTexture
=
new
THREE
.
Texture
();
this
.
searchTexture
.
name
=
"
SMAAPass.search
"
;
this
.
searchTexture
.
image
=
searchTextureImage
;
this
.
searchTexture
.
magFilter
=
THREE
.
NearestFilter
;
this
.
searchTexture
.
minFilter
=
THREE
.
NearestFilter
;
...
...
examples/js/postprocessing/SSAARenderPass.js
浏览文件 @
636d2e5d
...
...
@@ -73,7 +73,7 @@ THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.protot
if
(
!
this
.
sampleRenderTarget
)
{
this
.
sampleRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
readBuffer
.
width
,
readBuffer
.
height
,
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBAFormat
}
);
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBAFormat
,
name
:
"
SSAARenderPass.sample
"
}
);
}
...
...
examples/js/postprocessing/SavePass.js
浏览文件 @
636d2e5d
...
...
@@ -27,7 +27,7 @@ THREE.SavePass = function ( renderTarget ) {
if
(
this
.
renderTarget
===
undefined
)
{
this
.
renderTargetParameters
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBFormat
,
stencilBuffer
:
false
};
this
.
renderTargetParameters
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBFormat
,
stencilBuffer
:
false
,
name
:
"
SavePass.rt
"
};
this
.
renderTarget
=
new
THREE
.
WebGLRenderTarget
(
window
.
innerWidth
,
window
.
innerHeight
,
this
.
renderTargetParameters
);
}
...
...
examples/js/postprocessing/TAARenderPass.js
浏览文件 @
636d2e5d
...
...
@@ -49,12 +49,14 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
if
(
!
this
.
sampleRenderTarget
)
{
this
.
sampleRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
readBuffer
.
width
,
readBuffer
.
height
,
this
.
params
);
this
.
sampleRenderTarget
.
texture
.
name
=
"
TAARenderPass.sample
"
;
}
if
(
!
this
.
holdRenderTarget
)
{
this
.
holdRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
readBuffer
.
width
,
readBuffer
.
height
,
this
.
params
);
this
.
holdRenderTarget
.
texture
.
name
=
"
TAARenderPass.hold
"
;
}
...
...
examples/js/postprocessing/UnrealBloomPass.js
浏览文件 @
636d2e5d
...
...
@@ -22,18 +22,21 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
var
resy
=
Math
.
round
(
this
.
resolution
.
y
/
2
);
this
.
renderTargetBright
=
new
THREE
.
WebGLRenderTarget
(
resx
,
resy
,
pars
);
this
.
renderTargetBright
.
texture
.
name
=
"
UnrealBloomPass.bright
"
;
this
.
renderTargetBright
.
texture
.
generateMipmaps
=
false
;
for
(
var
i
=
0
;
i
<
this
.
nMips
;
i
++
)
{
var
renderTarget
=
new
THREE
.
WebGLRenderTarget
(
resx
,
resy
,
pars
);
renderTarget
.
texture
.
name
=
"
UnrealBloomPass.h
"
+
i
;
renderTarget
.
texture
.
generateMipmaps
=
false
;
this
.
renderTargetsHorizontal
.
push
(
renderTarget
);
var
renderTarget
=
new
THREE
.
WebGLRenderTarget
(
resx
,
resy
,
pars
);
renderTarget
.
texture
.
name
=
"
UnrealBloomPass.v
"
+
i
;
renderTarget
.
texture
.
generateMipmaps
=
false
;
this
.
renderTargetsVertical
.
push
(
renderTarget
);
...
...
examples/webgl_postprocessing_ssao.html
浏览文件 @
636d2e5d
...
...
@@ -178,7 +178,7 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
depthMaterial
.
depthPacking
=
THREE
.
RGBADepthPacking
;
depthMaterial
.
blending
=
THREE
.
NoBlending
;
var
pars
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
};
var
pars
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
name
:
"
SSAOShader.rt
"
};
depthRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
window
.
innerWidth
,
window
.
innerHeight
,
pars
);
// Setup SSAO pass
...
...
src/cameras/CubeCamera.js
浏览文件 @
636d2e5d
...
...
@@ -49,7 +49,7 @@ function CubeCamera( near, far, cubeResolution ) {
cameraNZ
.
lookAt
(
new
Vector3
(
0
,
0
,
-
1
)
);
this
.
add
(
cameraNZ
);
var
options
=
{
format
:
RGBFormat
,
magFilter
:
LinearFilter
,
minFilter
:
LinearFilter
};
var
options
=
{
format
:
RGBFormat
,
magFilter
:
LinearFilter
,
minFilter
:
LinearFilter
,
name
:
"
cubeCamera
"
};
this
.
renderTarget
=
new
WebGLRenderTargetCube
(
cubeResolution
,
cubeResolution
,
options
);
...
...
src/renderers/webgl/WebGLShadowMap.js
浏览文件 @
636d2e5d
...
...
@@ -186,7 +186,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
if
(
shadow
.
map
===
null
)
{
var
pars
=
{
minFilter
:
NearestFilter
,
magFilter
:
NearestFilter
,
format
:
RGBAFormat
};
var
pars
=
{
minFilter
:
NearestFilter
,
magFilter
:
NearestFilter
,
format
:
RGBAFormat
,
name
:
(
light
.
name
+
"
.shadowMap
"
)
};
shadow
.
map
=
new
WebGLRenderTarget
(
_shadowMapSize
.
x
,
_shadowMapSize
.
y
,
pars
);
...
...
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