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761e4fb1
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three.js
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761e4fb1
编写于
5月 14, 2016
作者:
B
Ben Houston (Clara.io)
提交者:
Mr.doob
5月 14, 2016
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电子邮件补丁
差异文件
fix a few minor bugs in ManualMSAARenderPAss. (#8884)
上级
db539378
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
7 addition
and
18 deletion
+7
-18
examples/js/postprocessing/ManualMSAARenderPass.js
examples/js/postprocessing/ManualMSAARenderPass.js
+7
-18
未找到文件。
examples/js/postprocessing/ManualMSAARenderPass.js
浏览文件 @
761e4fb1
...
...
@@ -37,13 +37,9 @@ THREE.ManualMSAARenderPass = function ( scene, camera, params ) {
uniforms
:
this
.
compositeUniforms
,
vertexShader
:
compositeShader
.
vertexShader
,
fragmentShader
:
compositeShader
.
fragmentShader
,
premultipliedAlpha
:
true
,
transparent
:
true
,
blending
:
THREE
.
CustomBlending
,
blendSrc
:
THREE
.
OneFactor
,
blendDst
:
THREE
.
OneFactor
,
blendSrcAlpha
:
THREE
.
OneFactor
,
blendDstAlpha
:
THREE
.
OneFactor
,
blendEquation
:
THREE
.
AddEquation
,
blending
:
THREE
.
AdditiveBlending
,
depthTest
:
false
,
depthWrite
:
false
...
...
@@ -76,7 +72,7 @@ THREE.ManualMSAARenderPass.prototype = {
setSize
:
function
(
width
,
height
)
{
this
.
sampleRenderTarget
.
setSize
(
width
,
height
);
if
(
this
.
sampleRenderTarget
)
{
this
.
sampleRenderTarget
.
setSize
(
width
,
height
);
}
},
...
...
@@ -85,13 +81,6 @@ THREE.ManualMSAARenderPass.prototype = {
var
camera
=
(
this
.
camera
||
this
.
scene
.
camera
);
var
jitterOffsets
=
THREE
.
ManualMSAARenderPass
.
JitterVectors
[
Math
.
max
(
0
,
Math
.
min
(
this
.
sampleLevel
,
5
)
)
];
if
(
jitterOffsets
.
length
===
1
)
{
renderer
.
render
(
this
.
scene
,
camera
,
writeBuffer
,
true
);
return
;
}
if
(
!
this
.
sampleRenderTarget
)
{
this
.
sampleRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
readBuffer
.
width
,
readBuffer
.
height
,
this
.
params
);
...
...
@@ -101,7 +90,7 @@ THREE.ManualMSAARenderPass.prototype = {
var
autoClear
=
renderer
.
autoClear
;
renderer
.
autoClear
=
false
;
this
.
compositeUniforms
[
"
scale
"
].
value
=
1.0
/
(
jitterOffsets
.
length
)
;
this
.
compositeUniforms
[
"
scale
"
].
value
=
1.0
/
jitterOffsets
.
length
;
this
.
compositeUniforms
[
"
tForeground
"
].
value
=
this
.
sampleRenderTarget
.
texture
;
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
...
...
@@ -115,15 +104,15 @@ THREE.ManualMSAARenderPass.prototype = {
readBuffer
.
width
,
readBuffer
.
height
);
}
renderer
.
render
(
this
.
scene
,
this
.
camera
,
this
.
sampleRenderTarget
,
true
);
renderer
.
render
(
this
.
scene2
,
this
.
camera2
,
writeBuffer
,
(
i
===
0
)
);
renderer
.
render
(
this
.
scene
,
camera
,
this
.
sampleRenderTarget
,
true
);
renderer
.
render
(
this
.
scene2
,
this
.
camera2
,
writeBuffer
,
(
i
===
0
)
);
}
// reset jitter to nothing. TODO: add support for orthogonal cameras
if
(
camera
.
setViewOffset
)
camera
.
setViewOffset
(
undefined
,
undefined
,
undefined
,
undefined
,
undefined
,
undefined
);
renderer
.
autoClear
=
true
;
renderer
.
autoClear
=
autoClear
;
}
...
...
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