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d2c00a23
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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d2c00a23
编写于
2月 09, 2018
作者:
M
Mugen87
浏览文件
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电子邮件补丁
差异文件
OutlinePass: Refactor orthographic camera support
上级
24da2b54
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
10 addition
and
8 deletion
+10
-8
examples/js/postprocessing/OutlinePass.js
examples/js/postprocessing/OutlinePass.js
+10
-8
未找到文件。
examples/js/postprocessing/OutlinePass.js
浏览文件 @
d2c00a23
...
...
@@ -38,8 +38,7 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
this
.
prepareMaskMaterial
=
this
.
getPrepareMaskMaterial
();
this
.
prepareMaskMaterial
.
side
=
THREE
.
DoubleSide
;
if
(
this
.
renderCamera
.
isPerspectiveCamera
)
this
.
prepareMaskMaterial
.
defines
[
"
CAMERA_TYPE_PERSPECTIVE
"
]
=
""
;
else
if
(
this
.
renderCamera
.
isOrthographicCamera
)
this
.
prepareMaskMaterial
.
defines
[
"
CAMERA_TYPE_ORTHOGRAPHIC
"
]
=
""
;
this
.
prepareMaskMaterial
.
fragmentShader
=
replaceDepthToViewZ
(
this
.
prepareMaskMaterial
.
fragmentShader
,
this
.
renderCamera
);
this
.
renderTargetDepthBuffer
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
.
x
,
this
.
resolution
.
y
,
pars
);
this
.
renderTargetDepthBuffer
.
texture
.
name
=
"
OutlinePass.depth
"
;
...
...
@@ -113,6 +112,14 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
this
.
tempPulseColor2
=
new
THREE
.
Color
();
this
.
textureMatrix
=
new
THREE
.
Matrix4
();
function
replaceDepthToViewZ
(
string
,
camera
)
{
var
type
=
camera
.
isPerspectiveCamera
?
'
perspective
'
:
'
orthographic
'
;
return
string
.
replace
(
/DEPTH_TO_VIEW_Z/g
,
type
+
'
DepthToViewZ
'
);
}
};
THREE
.
OutlinePass
.
prototype
=
Object
.
assign
(
Object
.
create
(
THREE
.
Pass
.
prototype
),
{
...
...
@@ -374,12 +381,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
'
void main() {
'
,
'
float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
'
,
'
float viewZ;
'
,
'
#ifdef CAMERA_TYPE_PERSPECTIVE
'
,
'
viewZ = -perspectiveDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );
'
,
'
#elif defined( CAMERA_TYPE_ORTHOGRAPHIC )
'
,
'
viewZ = -orthographicDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );
'
,
'
#endif
'
,
'
float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
'
,
'
float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
'
,
'
gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
'
,
...
...
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