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9b6604a7
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three.js
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9b6604a7
编写于
2月 06, 2014
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
差异文件
Merge remote-tracking branch 'rmx/r62+rmx' into dev
上级
9ac8e0fd
2a5c5411
变更
8
隐藏空白更改
内联
并排
Showing
8 changed file
with
61 addition
and
28 deletion
+61
-28
examples/js/postprocessing/BloomPass.js
examples/js/postprocessing/BloomPass.js
+12
-5
examples/js/postprocessing/DotScreenPass.js
examples/js/postprocessing/DotScreenPass.js
+10
-3
examples/js/postprocessing/EffectComposer.js
examples/js/postprocessing/EffectComposer.js
+0
-9
examples/js/postprocessing/FilmPass.js
examples/js/postprocessing/FilmPass.js
+10
-3
examples/js/postprocessing/SavePass.js
examples/js/postprocessing/SavePass.js
+9
-2
examples/js/postprocessing/ShaderPass.js
examples/js/postprocessing/ShaderPass.js
+10
-3
examples/js/postprocessing/TexturePass.js
examples/js/postprocessing/TexturePass.js
+9
-2
examples/js/renderers/WebGLDeferredRenderer.js
examples/js/renderers/WebGLDeferredRenderer.js
+1
-1
未找到文件。
examples/js/postprocessing/BloomPass.js
浏览文件 @
9b6604a7
...
...
@@ -65,6 +65,13 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
this
.
needsSwap
=
false
;
this
.
clear
=
false
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
this
.
scene
.
add
(
this
.
quad
);
};
THREE
.
BloomPass
.
prototype
=
{
...
...
@@ -75,12 +82,12 @@ THREE.BloomPass.prototype = {
// Render quad with blured scene into texture (convolution pass 1)
THREE
.
EffectComposer
.
quad
.
material
=
this
.
materialConvolution
;
this
.
quad
.
material
=
this
.
materialConvolution
;
this
.
convolutionUniforms
[
"
tDiffuse
"
].
value
=
readBuffer
;
this
.
convolutionUniforms
[
"
uImageIncrement
"
].
value
=
THREE
.
BloomPass
.
blurX
;
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
this
.
renderTargetX
,
true
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
this
.
renderTargetX
,
true
);
// Render quad with blured scene into texture (convolution pass 2)
...
...
@@ -88,17 +95,17 @@ THREE.BloomPass.prototype = {
this
.
convolutionUniforms
[
"
tDiffuse
"
].
value
=
this
.
renderTargetX
;
this
.
convolutionUniforms
[
"
uImageIncrement
"
].
value
=
THREE
.
BloomPass
.
blurY
;
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
this
.
renderTargetY
,
true
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
this
.
renderTargetY
,
true
);
// Render original scene with superimposed blur to texture
THREE
.
EffectComposer
.
quad
.
material
=
this
.
materialCopy
;
this
.
quad
.
material
=
this
.
materialCopy
;
this
.
copyUniforms
[
"
tDiffuse
"
].
value
=
this
.
renderTargetY
;
if
(
maskActive
)
renderer
.
context
.
enable
(
renderer
.
context
.
STENCIL_TEST
);
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
readBuffer
,
this
.
clear
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
readBuffer
,
this
.
clear
);
}
...
...
examples/js/postprocessing/DotScreenPass.js
浏览文件 @
9b6604a7
...
...
@@ -27,6 +27,13 @@ THREE.DotScreenPass = function ( center, angle, scale ) {
this
.
renderToScreen
=
false
;
this
.
needsSwap
=
true
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
this
.
scene
.
add
(
this
.
quad
);
};
THREE
.
DotScreenPass
.
prototype
=
{
...
...
@@ -36,15 +43,15 @@ THREE.DotScreenPass.prototype = {
this
.
uniforms
[
"
tDiffuse
"
].
value
=
readBuffer
;
this
.
uniforms
[
"
tSize
"
].
value
.
set
(
readBuffer
.
width
,
readBuffer
.
height
);
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
;
this
.
quad
.
material
=
this
.
material
;
if
(
this
.
renderToScreen
)
{
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
);
renderer
.
render
(
this
.
scene
,
this
.
camera
);
}
else
{
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
writeBuffer
,
false
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
writeBuffer
,
false
);
}
...
...
examples/js/postprocessing/EffectComposer.js
浏览文件 @
9b6604a7
...
...
@@ -133,12 +133,3 @@ THREE.EffectComposer.prototype = {
}
};
// shared ortho camera
THREE
.
EffectComposer
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
THREE
.
EffectComposer
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
THREE
.
EffectComposer
.
scene
=
new
THREE
.
Scene
();
THREE
.
EffectComposer
.
scene
.
add
(
THREE
.
EffectComposer
.
quad
);
examples/js/postprocessing/FilmPass.js
浏览文件 @
9b6604a7
...
...
@@ -28,6 +28,13 @@ THREE.FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount,
this
.
renderToScreen
=
false
;
this
.
needsSwap
=
true
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
this
.
scene
.
add
(
this
.
quad
);
};
THREE
.
FilmPass
.
prototype
=
{
...
...
@@ -37,15 +44,15 @@ THREE.FilmPass.prototype = {
this
.
uniforms
[
"
tDiffuse
"
].
value
=
readBuffer
;
this
.
uniforms
[
"
time
"
].
value
+=
delta
;
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
;
this
.
quad
.
material
=
this
.
material
;
if
(
this
.
renderToScreen
)
{
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
);
renderer
.
render
(
this
.
scene
,
this
.
camera
);
}
else
{
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
writeBuffer
,
false
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
writeBuffer
,
false
);
}
...
...
examples/js/postprocessing/SavePass.js
浏览文件 @
9b6604a7
...
...
@@ -34,6 +34,13 @@ THREE.SavePass = function ( renderTarget ) {
this
.
needsSwap
=
false
;
this
.
clear
=
false
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
this
.
scene
.
add
(
this
.
quad
);
};
THREE
.
SavePass
.
prototype
=
{
...
...
@@ -46,9 +53,9 @@ THREE.SavePass.prototype = {
}
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
;
this
.
quad
.
material
=
this
.
material
;
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
this
.
renderTarget
,
this
.
clear
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
this
.
renderTarget
,
this
.
clear
);
}
...
...
examples/js/postprocessing/ShaderPass.js
浏览文件 @
9b6604a7
...
...
@@ -22,6 +22,13 @@ THREE.ShaderPass = function ( shader, textureID ) {
this
.
needsSwap
=
true
;
this
.
clear
=
false
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
this
.
scene
.
add
(
this
.
quad
);
};
THREE
.
ShaderPass
.
prototype
=
{
...
...
@@ -34,15 +41,15 @@ THREE.ShaderPass.prototype = {
}
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
;
this
.
quad
.
material
=
this
.
material
;
if
(
this
.
renderToScreen
)
{
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
);
renderer
.
render
(
this
.
scene
,
this
.
camera
);
}
else
{
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
writeBuffer
,
this
.
clear
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
writeBuffer
,
this
.
clear
);
}
...
...
examples/js/postprocessing/TexturePass.js
浏览文件 @
9b6604a7
...
...
@@ -25,15 +25,22 @@ THREE.TexturePass = function ( texture, opacity ) {
this
.
enabled
=
true
;
this
.
needsSwap
=
false
;
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
null
);
this
.
scene
.
add
(
this
.
quad
);
};
THREE
.
TexturePass
.
prototype
=
{
render
:
function
(
renderer
,
writeBuffer
,
readBuffer
,
delta
)
{
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
;
this
.
quad
.
material
=
this
.
material
;
renderer
.
render
(
THREE
.
EffectComposer
.
scene
,
THREE
.
EffectComposer
.
camera
,
readBuffer
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
readBuffer
);
}
...
...
examples/js/renderers/WebGLDeferredRenderer.js
浏览文件 @
9b6604a7
...
...
@@ -990,7 +990,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
passColor
.
camera
=
currentCamera
;
passNormalDepth
.
camera
=
currentCamera
;
passLightProxy
.
camera
=
currentCamera
;
passLightFullscreen
.
camera
=
THREE
.
EffectComposer
.
camera
;
passLightFullscreen
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
)
;
passColor
.
scene
=
scene
;
passNormalDepth
.
scene
=
scene
;
...
...
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