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three.js
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4a96f81f
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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4a96f81f
编写于
3月 31, 2021
作者:
M
Michael Herzog
提交者:
GitHub
3月 31, 2021
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: More clean up. (#21549)
上级
0e8e0430
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
64 addition
and
40 deletion
+64
-40
examples/jsm/postprocessing/SSRrPass.js
examples/jsm/postprocessing/SSRrPass.js
+64
-40
未找到文件。
examples/jsm/postprocessing/SSRrPass.js
浏览文件 @
4a96f81f
...
...
@@ -198,14 +198,14 @@ var SSRrPass = function ( { renderer, scene, camera, width, height, selects, enc
this
.
refractiveOffMaterial
=
new
MeshBasicMaterial
(
{
color
:
'
black
'
});
}
);
// specular material
this
.
specularMaterial
=
new
MeshStandardMaterial
({
this
.
specularMaterial
=
new
MeshStandardMaterial
(
{
color
:
'
black
'
,
metalness
:
0
,
roughness
:
.
2
,
});
}
);
// material for rendering the depth
...
...
@@ -279,45 +279,67 @@ SSRrPass.prototype = Object.assign( Object.create( Pass.prototype ), {
if
(
this
.
encoding
)
this
.
beautyRenderTarget
.
texture
.
encoding
=
this
.
encoding
;
renderer
.
setRenderTarget
(
this
.
beautyRenderTarget
);
renderer
.
clear
();
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
))
{
child
.
visible
=
false
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
)
)
{
child
.
visible
=
false
;
}
else
{
child
.
visible
=
true
child
.
visible
=
true
;
}
})
renderer
.
render
(
this
.
scene
,
this
.
camera
);
}
);
renderer
.
render
(
this
.
scene
,
this
.
camera
);
renderer
.
setRenderTarget
(
this
.
specularRenderTarget
);
renderer
.
clear
();
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
))
{
child
.
visible
=
true
child
.
_SSRrPassBackupMaterial
=
child
.
material
child
.
material
=
this
.
specularMaterial
}
else
if
(
!
child
.
isLight
)
{
child
.
visible
=
false
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
)
)
{
child
.
visible
=
true
;
child
.
_SSRrPassBackupMaterial
=
child
.
material
;
child
.
material
=
this
.
specularMaterial
;
}
else
if
(
!
child
.
isLight
)
{
child
.
visible
=
false
;
}
})
renderer
.
render
(
this
.
scene
,
this
.
camera
);
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
))
{
child
.
material
=
child
.
_SSRrPassBackupMaterial
}
);
renderer
.
render
(
this
.
scene
,
this
.
camera
);
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
)
)
{
child
.
material
=
child
.
_SSRrPassBackupMaterial
;
}
})
}
);
// render normalSelectss
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
))
{
child
.
visible
=
true
}
else
{
child
.
visible
=
false
this
.
scene
.
children
.
forEach
(
child
=>
{
if
(
this
.
selects
.
includes
(
child
)
)
{
child
.
visible
=
true
;
}
else
{
child
.
visible
=
false
;
}
})
this
.
renderOverride
(
renderer
,
this
.
normalMaterial
,
this
.
normalSelectsRenderTarget
,
0
,
0
);
}
);
this
.
renderOverride
(
renderer
,
this
.
normalMaterial
,
this
.
normalSelectsRenderTarget
,
0
,
0
);
this
.
renderRefractive
(
renderer
,
this
.
refractiveOnMaterial
,
this
.
refractiveRenderTarget
,
0
,
0
);
...
...
@@ -488,9 +510,11 @@ SSRrPass.prototype = Object.assign( Object.create( Pass.prototype ), {
}
this
.
scene
.
children
.
forEach
(
child
=>
{
child
.
visible
=
true
})
this
.
scene
.
children
.
forEach
(
child
=>
{
child
.
visible
=
true
;
}
);
this
.
scene
.
traverse
(
child
=>
{
child
.
_SSRrPassBackupMaterial
=
child
.
material
;
...
...
@@ -504,14 +528,14 @@ SSRrPass.prototype = Object.assign( Object.create( Pass.prototype ), {
}
});
this
.
scene
.
_SSRrPassBackupBackground
=
this
.
scene
.
background
this
.
scene
.
background
=
null
this
.
scene
.
_SSRrPassBackupFog
=
this
.
scene
.
fog
this
.
scene
.
fog
=
null
renderer
.
render
(
this
.
scene
,
this
.
camera
);
this
.
scene
.
fog
=
this
.
scene
.
_SSRrPassBackupFog
this
.
scene
.
background
=
this
.
scene
.
_SSRrPassBackupBackground
}
);
this
.
scene
.
_SSRrPassBackupBackground
=
this
.
scene
.
background
;
this
.
scene
.
background
=
null
;
this
.
scene
.
_SSRrPassBackupFog
=
this
.
scene
.
fog
;
this
.
scene
.
fog
=
null
;
renderer
.
render
(
this
.
scene
,
this
.
camera
);
this
.
scene
.
fog
=
this
.
scene
.
_SSRrPassBackupFog
;
this
.
scene
.
background
=
this
.
scene
.
_SSRrPassBackupBackground
;
this
.
scene
.
traverse
(
child
=>
{
child
.
material
=
child
.
_SSRrPassBackupMaterial
;
...
...
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