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Commit 910cb827 authored by Lucio Zambon's avatar Lucio Zambon
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Update 7 files

- /components/threejs/postprocessing/EffectComposer.js
- /components/threejs/postprocessing/MaskPass.js
- /components/threejs/postprocessing/OutlinePass.js
- /components/threejs/postprocessing/Pass.js
- /components/threejs/postprocessing/RenderPass.js
- /components/threejs/postprocessing/ShaderPass.js
- /components/threejs/shaders/CopyShader.js
parent b4124aea
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import {
Clock,
HalfFloatType,
NoBlending,
Vector2,
WebGLRenderTarget
} from 'three';
import { CopyShader } from '../shaders/CopyShader.js';
import { ShaderPass } from './ShaderPass.js';
import { MaskPass } from './MaskPass.js';
import { ClearMaskPass } from './MaskPass.js';
class EffectComposer {
constructor( renderer, renderTarget ) {
this.renderer = renderer;
this._pixelRatio = renderer.getPixelRatio();
if ( renderTarget === undefined ) {
const size = renderer.getSize( new Vector2() );
this._width = size.width;
this._height = size.height;
renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
renderTarget.texture.name = 'EffectComposer.rt1';
} else {
this._width = renderTarget.width;
this._height = renderTarget.height;
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.renderToScreen = true;
this.passes = [];
this.copyPass = new ShaderPass( CopyShader );
this.copyPass.material.blending = NoBlending;
this.clock = new Clock();
}
swapBuffers() {
const tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
}
addPass( pass ) {
this.passes.push( pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
insertPass( pass, index ) {
this.passes.splice( index, 0, pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
removePass( pass ) {
const index = this.passes.indexOf( pass );
if ( index !== - 1 ) {
this.passes.splice( index, 1 );
}
}
isLastEnabledPass( passIndex ) {
for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
if ( this.passes[ i ].enabled ) {
return false;
}
}
return true;
}
render( deltaTime ) {
// deltaTime value is in seconds
if ( deltaTime === undefined ) {
deltaTime = this.clock.getDelta();
}
const currentRenderTarget = this.renderer.getRenderTarget();
let maskActive = false;
for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
const pass = this.passes[ i ];
if ( pass.enabled === false ) continue;
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
const context = this.renderer.getContext();
const stencil = this.renderer.state.buffers.stencil;
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( MaskPass !== undefined ) {
if ( pass instanceof MaskPass ) {
maskActive = true;
} else if ( pass instanceof ClearMaskPass ) {
maskActive = false;
}
}
}
this.renderer.setRenderTarget( currentRenderTarget );
}
reset( renderTarget ) {
if ( renderTarget === undefined ) {
const size = this.renderer.getSize( new Vector2() );
this._pixelRatio = this.renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = this.renderTarget1.clone();
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
}
setSize( width, height ) {
this._width = width;
this._height = height;
const effectiveWidth = this._width * this._pixelRatio;
const effectiveHeight = this._height * this._pixelRatio;
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
for ( let i = 0; i < this.passes.length; i ++ ) {
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
}
}
setPixelRatio( pixelRatio ) {
this._pixelRatio = pixelRatio;
this.setSize( this._width, this._height );
}
dispose() {
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.copyPass.dispose();
}
}
export { EffectComposer };
import { Pass } from './Pass.js';
class MaskPass extends Pass {
constructor( scene, camera ) {
super();
this.scene = scene;
this.camera = camera;
this.clear = true;
this.needsSwap = false;
this.inverse = false;
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const context = renderer.getContext();
const state = renderer.state;
// don't update color or depth
state.buffers.color.setMask( false );
state.buffers.depth.setMask( false );
// lock buffers
state.buffers.color.setLocked( true );
state.buffers.depth.setLocked( true );
// set up stencil
let writeValue, clearValue;
if ( this.inverse ) {
writeValue = 0;
clearValue = 1;
} else {
writeValue = 1;
clearValue = 0;
}
state.buffers.stencil.setTest( true );
state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
state.buffers.stencil.setClear( clearValue );
state.buffers.stencil.setLocked( true );
// draw into the stencil buffer
renderer.setRenderTarget( readBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.scene, this.camera );
// unlock color and depth buffer and make them writable for subsequent rendering/clearing
state.buffers.color.setLocked( false );
state.buffers.depth.setLocked( false );
state.buffers.color.setMask( true );
state.buffers.depth.setMask( true );
// only render where stencil is set to 1
state.buffers.stencil.setLocked( false );
state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
state.buffers.stencil.setLocked( true );
}
}
class ClearMaskPass extends Pass {
constructor() {
super();
this.needsSwap = false;
}
render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
renderer.state.buffers.stencil.setLocked( false );
renderer.state.buffers.stencil.setTest( false );
}
}
export { MaskPass, ClearMaskPass };
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import {
BufferGeometry,
Float32BufferAttribute,
OrthographicCamera,
Mesh
} from 'three';
class Pass {
constructor() {
this.isPass = true;
// if set to true, the pass is processed by the composer
this.enabled = true;
// if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true;
// if set to true, the pass clears its buffer before rendering
this.clear = false;
// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
this.renderToScreen = false;
}
setSize( /* width, height */ ) {}
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
dispose() {}
}
// Helper for passes that need to fill the viewport with a single quad.
const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
// https://github.com/mrdoob/three.js/pull/21358
class FullscreenTriangleGeometry extends BufferGeometry {
constructor() {
super();
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
}
}
const _geometry = new FullscreenTriangleGeometry();
class FullScreenQuad {
constructor( material ) {
this._mesh = new Mesh( _geometry, material );
}
dispose() {
this._mesh.geometry.dispose();
}
render( renderer ) {
renderer.render( this._mesh, _camera );
}
get material() {
return this._mesh.material;
}
set material( value ) {
this._mesh.material = value;
}
}
export { Pass, FullScreenQuad };
import {
Color
} from 'three';
import { Pass } from './Pass.js';
class RenderPass extends Pass {
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
super();
this.scene = scene;
this.camera = camera;
this.overrideMaterial = overrideMaterial;
this.clearColor = clearColor;
this.clearAlpha = clearAlpha;
this.clear = true;
this.clearDepth = false;
this.needsSwap = false;
this._oldClearColor = new Color();
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
}
export { RenderPass };
import {
ShaderMaterial,
UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
class ShaderPass extends Pass {
constructor( shader, textureID ) {
super();
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
if ( shader instanceof ShaderMaterial ) {
this.uniforms = shader.uniforms;
this.material = shader;
} else if ( shader ) {
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
}
this.fsQuad = new FullScreenQuad( this.material );
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].value = readBuffer.texture;
}
this.fsQuad.material = this.material;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { ShaderPass };
/**
* Full-screen textured quad shader
*/
const CopyShader = {
name: 'CopyShader',
uniforms: {
'tDiffuse': { value: null },
'opacity': { value: 1.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float opacity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = opacity * texel;
}`
};
export { CopyShader };
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