提交 2655e47d 编写于 作者: A aardgoose

fix lint errors

上级 d2c7ae35
......@@ -97,7 +97,7 @@
* @param {WebGLRenderer} renderer The renderer
*/
THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
THREE.GPUComputationRenderer = function ( sizeX, sizeY, renderer ) {
this.variables = [];
......@@ -118,7 +118,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
scene.add( mesh );
this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
var material = this.createShaderMaterial( computeFragmentShader );
......@@ -140,13 +140,13 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.setVariableDependencies = function( variable, dependencies ) {
this.setVariableDependencies = function ( variable, dependencies ) {
variable.dependencies = dependencies;
};
this.init = function() {
this.init = function () {
if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
......@@ -160,7 +160,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
}
for ( var i = 0; i < this.variables.length; i++ ) {
for ( var i = 0; i < this.variables.length; i ++ ) {
var variable = this.variables[ i ];
......@@ -175,7 +175,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
var uniforms = material.uniforms;
if ( variable.dependencies !== null ) {
for ( var d = 0; d < variable.dependencies.length; d++ ) {
for ( var d = 0; d < variable.dependencies.length; d ++ ) {
var depVar = variable.dependencies[ d ];
......@@ -183,16 +183,20 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
// Checks if variable exists
var found = false;
for ( var j = 0; j < this.variables.length; j++ ) {
for ( var j = 0; j < this.variables.length; j ++ ) {
if ( depVar.name === this.variables[ j ].name ) {
found = true;
break;
}
}
if ( ! found ) {
return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
}
}
......@@ -202,7 +206,9 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
}
}
}
this.currentTextureIndex = 0;
......@@ -211,12 +217,12 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.compute = function() {
this.compute = function () {
var currentTextureIndex = this.currentTextureIndex;
var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
for ( var i = 0, il = this.variables.length; i < il; i++ ) {
for ( var i = 0, il = this.variables.length; i < il; i ++ ) {
var variable = this.variables[ i ];
......@@ -224,7 +230,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
if ( variable.dependencies !== null ) {
var uniforms = variable.material.uniforms;
for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
for ( var d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
var depVar = variable.dependencies[ d ];
......@@ -240,15 +246,16 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
}
this.currentTextureIndex = nextTextureIndex;
};
this.getCurrentRenderTarget = function( variable ) {
this.getCurrentRenderTarget = function ( variable ) {
return variable.renderTargets[ this.currentTextureIndex ];
};
this.getAlternateRenderTarget = function( variable ) {
this.getAlternateRenderTarget = function ( variable ) {
return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
......@@ -282,7 +289,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
this.createShaderMaterial = createShaderMaterial;
this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
sizeXTexture = sizeXTexture || sizeX;
sizeYTexture = sizeYTexture || sizeY;
......@@ -308,7 +315,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.createTexture = function() {
this.createTexture = function () {
var a = new Float32Array( sizeX * sizeY * 4 );
var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
......@@ -318,7 +325,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.renderTexture = function( input, output ) {
this.renderTexture = function ( input, output ) {
// Takes a texture, and render out in rendertarget
// input = Texture
......@@ -326,13 +333,13 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
passThruUniforms.texture.value = input;
this.doRenderTarget( passThruShader, output);
this.doRenderTarget( passThruShader, output );
passThruUniforms.texture.value = null;
};
this.doRenderTarget = function( material, output ) {
this.doRenderTarget = function ( material, output ) {
var currentRenderTarget = renderer.getRenderTarget();
......
......@@ -112,7 +112,7 @@ import {
WebGLRenderTarget
} from "../../../build/three.module.js";
var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
var GPUComputationRenderer = function ( sizeX, sizeY, renderer ) {
this.variables = [];
......@@ -133,7 +133,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
scene.add( mesh );
this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
var material = this.createShaderMaterial( computeFragmentShader );
......@@ -155,13 +155,13 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.setVariableDependencies = function( variable, dependencies ) {
this.setVariableDependencies = function ( variable, dependencies ) {
variable.dependencies = dependencies;
};
this.init = function() {
this.init = function () {
if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
......@@ -175,7 +175,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
}
for ( var i = 0; i < this.variables.length; i++ ) {
for ( var i = 0; i < this.variables.length; i ++ ) {
var variable = this.variables[ i ];
......@@ -190,7 +190,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
var uniforms = material.uniforms;
if ( variable.dependencies !== null ) {
for ( var d = 0; d < variable.dependencies.length; d++ ) {
for ( var d = 0; d < variable.dependencies.length; d ++ ) {
var depVar = variable.dependencies[ d ];
......@@ -198,16 +198,21 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
// Checks if variable exists
var found = false;
for ( var j = 0; j < this.variables.length; j++ ) {
for ( var j = 0; j < this.variables.length; j ++ ) {
if ( depVar.name === this.variables[ j ].name ) {
found = true;
break;
}
}
if ( ! found ) {
return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
}
}
......@@ -217,7 +222,9 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
}
}
}
this.currentTextureIndex = 0;
......@@ -226,12 +233,12 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.compute = function() {
this.compute = function () {
var currentTextureIndex = this.currentTextureIndex;
var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
for ( var i = 0, il = this.variables.length; i < il; i++ ) {
for ( var i = 0, il = this.variables.length; i < il; i ++ ) {
var variable = this.variables[ i ];
......@@ -239,7 +246,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
if ( variable.dependencies !== null ) {
var uniforms = variable.material.uniforms;
for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
for ( var d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
var depVar = variable.dependencies[ d ];
......@@ -255,15 +262,16 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
}
this.currentTextureIndex = nextTextureIndex;
};
this.getCurrentRenderTarget = function( variable ) {
this.getCurrentRenderTarget = function ( variable ) {
return variable.renderTargets[ this.currentTextureIndex ];
};
this.getAlternateRenderTarget = function( variable ) {
this.getAlternateRenderTarget = function ( variable ) {
return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
......@@ -297,7 +305,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
this.createShaderMaterial = createShaderMaterial;
this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
sizeXTexture = sizeXTexture || sizeX;
sizeYTexture = sizeYTexture || sizeY;
......@@ -323,7 +331,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.createTexture = function() {
this.createTexture = function () {
var a = new Float32Array( sizeX * sizeY * 4 );
var texture = new DataTexture( a, sizeX, sizeY, RGBAFormat, FloatType );
......@@ -333,7 +341,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
};
this.renderTexture = function( input, output ) {
this.renderTexture = function ( input, output ) {
// Takes a texture, and render out in rendertarget
// input = Texture
......@@ -341,13 +349,13 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
passThruUniforms.texture.value = input;
this.doRenderTarget( passThruShader, output);
this.doRenderTarget( passThruShader, output );
passThruUniforms.texture.value = null;
};
this.doRenderTarget = function( material, output ) {
this.doRenderTarget = function ( material, output ) {
var currentRenderTarget = renderer.getRenderTarget();
......
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