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8461fd4f
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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8461fd4f
编写于
3月 17, 2016
作者:
M
Mr.doob
浏览文件
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差异文件
Merge pull request #8394 from Mugen87/dev
LensFlarePlugin: Improve copyTexImage2D call
上级
75d4b88a
3164a6f8
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
13 addition
and
9 deletion
+13
-9
src/renderers/webgl/plugins/LensFlarePlugin.js
src/renderers/webgl/plugins/LensFlarePlugin.js
+13
-9
未找到文件。
src/renderers/webgl/plugins/LensFlarePlugin.js
浏览文件 @
8461fd4f
...
...
@@ -45,14 +45,14 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
occlusionTexture
=
gl
.
createTexture
();
state
.
bindTexture
(
gl
.
TEXTURE_2D
,
tempTexture
);
gl
.
texImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGB
,
16
,
16
,
0
,
gl
.
RGB
,
gl
.
UNSIGNED_BYTE
,
n
ew
Uint8Array
(
16
*
16
*
3
)
);
gl
.
texImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGB
,
16
,
16
,
0
,
gl
.
RGB
,
gl
.
UNSIGNED_BYTE
,
n
ull
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_WRAP_S
,
gl
.
CLAMP_TO_EDGE
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_WRAP_T
,
gl
.
CLAMP_TO_EDGE
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_MAG_FILTER
,
gl
.
NEAREST
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_MIN_FILTER
,
gl
.
NEAREST
);
state
.
bindTexture
(
gl
.
TEXTURE_2D
,
occlusionTexture
);
gl
.
texImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGBA
,
16
,
16
,
0
,
gl
.
RGBA
,
gl
.
UNSIGNED_BYTE
,
n
ew
Uint8Array
(
16
*
16
*
4
)
);
gl
.
texImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGBA
,
16
,
16
,
0
,
gl
.
RGBA
,
gl
.
UNSIGNED_BYTE
,
n
ull
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_WRAP_S
,
gl
.
CLAMP_TO_EDGE
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_WRAP_T
,
gl
.
CLAMP_TO_EDGE
);
gl
.
texParameteri
(
gl
.
TEXTURE_2D
,
gl
.
TEXTURE_MAG_FILTER
,
gl
.
NEAREST
);
...
...
@@ -288,6 +288,8 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
var
screenPosition
=
new
THREE
.
Vector3
(
1
,
1
,
0
),
screenPositionPixels
=
new
THREE
.
Vector2
(
1
,
1
);
var
areaToCopy
=
new
THREE
.
Vector2
();
if
(
program
===
undefined
)
{
init
();
...
...
@@ -337,13 +339,15 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
screenPositionPixels
.
x
=
screenPosition
.
x
*
halfViewportWidth
+
halfViewportWidth
;
screenPositionPixels
.
y
=
screenPosition
.
y
*
halfViewportHeight
+
halfViewportHeight
;
areaToCopy
.
x
=
viewport
.
x
+
screenPositionPixels
.
x
-
8
;
// horizontal coordinate of the lower left corner of the pixels to copy
areaToCopy
.
y
=
viewport
.
y
+
screenPositionPixels
.
y
-
8
;
// vertical coordinate of the lower left corner of the pixels to copy
// screen cull
if
(
hasVertexTexture
||
(
screenPositionPixels
.
x
>
0
&&
screenPositionPixels
.
x
<
viewport
.
z
&&
screenPositionPixels
.
y
>
0
&&
screenPositionPixels
.
y
<
viewport
.
w
)
)
{
if
(
areaToCopy
.
x
>
0
&&
areaToCopy
.
x
<
(
viewport
.
z
-
16
)
&&
areaToCopy
.
y
>
0
&&
areaToCopy
.
y
<
(
viewport
.
w
-
16
)
)
{
// save current RGB to temp texture
...
...
@@ -351,7 +355,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
state
.
bindTexture
(
gl
.
TEXTURE_2D
,
null
);
state
.
activeTexture
(
gl
.
TEXTURE1
);
state
.
bindTexture
(
gl
.
TEXTURE_2D
,
tempTexture
);
gl
.
copyTexImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGB
,
viewport
.
x
+
screenPositionPixels
.
x
-
8
,
viewport
.
y
+
screenPositionPixels
.
y
-
8
,
16
,
16
,
0
);
gl
.
copyTexImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGB
,
areaToCopy
.
x
,
areaToCopy
.
y
,
16
,
16
,
0
);
// render pink quad
...
...
@@ -370,7 +374,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
state
.
activeTexture
(
gl
.
TEXTURE0
);
state
.
bindTexture
(
gl
.
TEXTURE_2D
,
occlusionTexture
);
gl
.
copyTexImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGBA
,
viewport
.
x
+
screenPositionPixels
.
x
-
8
,
viewport
.
y
+
screenPositionPixels
.
y
-
8
,
16
,
16
,
0
);
gl
.
copyTexImage2D
(
gl
.
TEXTURE_2D
,
0
,
gl
.
RGBA
,
areaToCopy
.
x
,
areaToCopy
.
y
,
16
,
16
,
0
);
// restore graphics
...
...
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