@needle-tools/engine 2.67.5-pre → 2.67.7-pre
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +13 -0
- package/dist/needle-engine.js +8732 -8689
- package/dist/needle-engine.umd.cjs +227 -227
- package/lib/engine/engine_context.d.ts +170 -0
- package/lib/engine/engine_context.js +855 -0
- package/lib/engine/engine_context.js.map +1 -0
- package/lib/engine/engine_gizmos.js +7 -0
- package/lib/engine/engine_gizmos.js.map +1 -1
- package/lib/engine/engine_setup.d.ts +1 -166
- package/lib/engine/engine_setup.js +2 -841
- package/lib/engine/engine_setup.js.map +1 -1
- package/lib/engine/engine_time.d.ts +2 -0
- package/lib/engine/engine_time.js +4 -1
- package/lib/engine/engine_time.js.map +1 -1
- package/lib/engine-components/AnimatorController.js.map +1 -1
- package/lib/engine-components/postprocessing/Effects/DepthOfField.js +1 -0
- package/lib/engine-components/postprocessing/Effects/DepthOfField.js.map +1 -1
- package/lib/engine-components/postprocessing/Effects/Pixelation.js +0 -1
- package/lib/engine-components/postprocessing/Effects/Pixelation.js.map +1 -1
- package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js +3 -3
- package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js.map +1 -1
- package/lib/engine-components/postprocessing/PostProcessingEffect.js +3 -2
- package/lib/engine-components/postprocessing/PostProcessingEffect.js.map +1 -1
- package/lib/engine-components/postprocessing/PostProcessingHandler.d.ts +1 -0
- package/lib/engine-components/postprocessing/PostProcessingHandler.js +69 -22
- package/lib/engine-components/postprocessing/PostProcessingHandler.js.map +1 -1
- package/lib/engine-components/postprocessing/Volume.js +5 -5
- package/lib/engine-components/postprocessing/Volume.js.map +1 -1
- package/lib/engine-components/postprocessing/VolumeParameter.js +1 -1
- package/lib/engine-components/postprocessing/VolumeParameter.js.map +1 -1
- package/lib/engine-components/ui/Canvas.d.ts +4 -1
- package/lib/engine-components/ui/Canvas.js +17 -1
- package/lib/engine-components/ui/Canvas.js.map +1 -1
- package/lib/engine-components/ui/EventSystem.js +1 -2
- package/lib/engine-components/ui/EventSystem.js.map +1 -1
- package/lib/engine-components/ui/Text.js +4 -0
- package/lib/engine-components/ui/Text.js.map +1 -1
- package/lib/engine-components/ui/Utils.js +6 -4
- package/lib/engine-components/ui/Utils.js.map +1 -1
- package/package.json +1 -1
- package/src/engine/engine_context.ts +957 -0
- package/src/engine/engine_gizmos.ts +7 -0
- package/src/engine/engine_setup.ts +2 -944
- package/src/engine/engine_time.ts +4 -1
- package/src/engine-components/AnimatorController.ts +2 -2
- package/src/engine-components/postprocessing/Effects/DepthOfField.ts +1 -0
- package/src/engine-components/postprocessing/Effects/Pixelation.ts +0 -1
- package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +2 -2
- package/src/engine-components/postprocessing/PostProcessingEffect.ts +3 -2
- package/src/engine-components/postprocessing/PostProcessingHandler.ts +74 -29
- package/src/engine-components/postprocessing/Volume.ts +10 -10
- package/src/engine-components/postprocessing/VolumeParameter.ts +1 -1
- package/src/engine-components/ui/Canvas.ts +19 -1
- package/src/engine-components/ui/EventSystem.ts +1 -2
- package/src/engine-components/ui/Text.ts +3 -0
- package/src/engine-components/ui/Utils.ts +6 -4
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@@ -20,11 +20,13 @@ export class Time {
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get frameCount() { return this.frame; }
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get smoothedFps() { return this._smoothedFps; }
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get smoothedDeltaTime() { return 1 / this._smoothedFps; }
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private clock = new Clock();
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private _smoothedFps: number = 0;
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private _smoothedDeltaTime: number = 0;
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private _fpsSamples: number[] = [];
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private _fpsSampleIndex: number = 0;
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@@ -47,6 +49,7 @@ export class Time {
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let sum = 0;
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for (let i = 0; i < this._fpsSamples.length; i++)
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sum += this._fpsSamples[i];
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this.
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this._smoothedDeltaTime = sum / this._fpsSamples.length;
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this._smoothedFps = 1 / this._smoothedDeltaTime;
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}
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}
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@@ -432,9 +432,9 @@ export class AnimatorController {
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case AnimatorConditionMode.IfNot:
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return param.value === false;
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case AnimatorConditionMode.Greater:
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return param.value > cond.threshold;
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return param.value as number > cond.threshold;
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case AnimatorConditionMode.Less:
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return param.value < cond.threshold;
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return param.value as number < cond.threshold;
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case AnimatorConditionMode.Equals:
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return param.value === cond.threshold;
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case AnimatorConditionMode.NotEqual:
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@@ -37,7 +37,7 @@ export class ScreenSpaceAmbientOcclusion extends PostProcessingEffect {
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const normalPass = new NormalPass(this.context.scene, cam);
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const depthDownsamplingPass = new DepthDownsamplingPass({
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normalBuffer: normalPass.texture,
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resolutionScale:
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resolutionScale: .5
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});
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const ssao = this._ssao = new SSAOEffect(cam!, normalPass.texture, {
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@@ -47,7 +47,7 @@ export class ScreenSpaceAmbientOcclusion extends PostProcessingEffect {
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worldProximityThreshold: .1,
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worldProximityFalloff: 2,
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intensity: 1,
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blendFunction: BlendFunction.MULTIPLY,
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});
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this.intensity.onValueChanged = newValue => {
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if (typeof data === "object") {
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const types = this["$serializedTypes"];
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if (types) {
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for (const fieldName
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for (const fieldName of Object.keys(types)) {
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const type = types[fieldName];
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if (type === VolumeParameter) {
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const value = data[fieldName];
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if (value !== undefined) {
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this[fieldName]
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const parameter = this[fieldName];
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parameter.value = value;
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}
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}
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}
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@@ -1,10 +1,11 @@
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import { HalfFloatType, sRGBEncoding, WebGLRenderTarget } from "three";
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import { Context } from "../../engine/engine_setup";
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import { getParam } from "../../engine/engine_utils";
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import { Effect, EffectComposer, EffectPass, Pass, RenderPass } from "postprocessing";
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import { getParam, isMobileDevice } from "../../engine/engine_utils";
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import { BloomEffect, BrightnessContrastEffect, ChromaticAberrationEffect, DepthDownsamplingPass, DepthOfFieldEffect, Effect, EffectComposer, EffectPass, HueSaturationEffect, NormalPass, Pass, PixelationEffect, RenderPass, SelectiveBloomEffect, SSAOEffect, VignetteEffect } from "postprocessing";
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import { showBalloonWarning } from "../../engine/debug/debug";
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import { Camera } from "../Camera";
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import { PostProcessingEffect } from "./PostProcessingEffect";
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import { Constructor } from "../../engine/engine_serialization_core";
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const debug = getParam("debugpost");
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}
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this.applyEffects(context);
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}
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private applyEffects(context: Context) {
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const effectsOrPasses = this._effects;
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const camera = context.mainCameraComponent as Camera;
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const renderer = context.renderer;
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if (effectsOrPasses.length <= 0) return;
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const camera = context.mainCameraComponent as Camera;
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const renderer = context.renderer;
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const scene = context.scene;
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const cam = camera.cam;
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// create composer and set active on context
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this._composer = new EffectComposer(renderer, {
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frameBufferType: HalfFloatType,
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stencilBuffer: true,
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multisampling: isMobileDevice() ? 0 : 8,
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});
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}
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context.composer = this._composer;
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const composer = context.composer;
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composer.setMainCamera(cam);
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composer.setRenderer(renderer);
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composer.setMainScene(scene);
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for (const prev of composer.passes)
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prev.dispose();
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composer.removeAllPasses();
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composer.addPass(new RenderPass(context.scene, cam));
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if (debug)
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console.log("Set effects or passes", camera, effectsOrPasses, composer);
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// TODO: enforce correct order of effects (e.g. DOF before Bloom)
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// Render to screen pass
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const screenpass = new RenderPass(scene, cam);
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screenpass.mainScene = scene;
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composer.addPass(screenpass);
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try {
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this.orderEffects();
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const effects: Array<Effect> = [];
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for (const ef of effectsOrPasses) {
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if (ef instanceof Effect)
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effects.push(ef as Effect);
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else if (ef instanceof Pass) {
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const pass = new EffectPass(cam, ...effects);
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pass.mainScene = scene;
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pass.name = effects.map(e => e.constructor.name).join(", ");
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pass.enabled = true;
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// composer.addPass(pass);
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effects.length = 0;
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composer.addPass(ef as Pass);
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}
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}
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// create and apply uber pass
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const pass = new EffectPass(cam, ...effects);
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pass.mainScene = scene;
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pass.enabled = true;
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composer.addPass(pass);
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composer.addPass(ef as Pass);
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}
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}
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composer.addPass(pass);
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catch(e) {
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console.error("Error while applying postprocessing effects", e);
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composer.removeAllPasses();
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composer.addPass(screenpass);
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}
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console.log("PostProcessing Passes", effectsOrPasses, "->", composer.passes);
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}
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private orderEffects() {
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if (debug) console.log("Before ordering effects", [...this._effects]);
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// TODO: enforce correct order of effects (e.g. DOF before Bloom)
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const effects = this._effects;
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effects.sort((a, b) => {
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const aidx = effectsOrder.indexOf(a.constructor as any);
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const bidx = effectsOrder.indexOf(b.constructor as any);
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// Unknown effects should be rendered first
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if (aidx < 0 && bidx < 0) return -1;
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if (aidx < 0) return 1;
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return aidx - bidx;
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});
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if (debug) console.log("After ordering effects", [...this._effects]);
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}
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}
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const effectsOrder: Array<Constructor<Effect | Pass>> = [
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NormalPass,
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DepthDownsamplingPass,
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SSAOEffect,
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DepthOfFieldEffect,
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BloomEffect,
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SelectiveBloomEffect,
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VignetteEffect,
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HueSaturationEffect,
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ChromaticAberrationEffect,
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BrightnessContrastEffect,
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PixelationEffect,
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];
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onBeforeRender(): void {
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// Wait for the first frame to be rendered before creating because then we know we have a camera (issue 135)
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if (!this._postprocessing)
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this._postprocessing = new PostProcessingHandler(this.context);
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this._postprocessing.apply(this._effects);
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private unapply() {
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import { IComponent } from "../../engine/engine_types";
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import { GameObject } from "../Component";
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import { showBalloonMessage, showBalloonWarning } from "../../engine/debug";
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import { Object3D } from "three";
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export enum RenderMode {
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ScreenSpaceCamera = 1,
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WorldSpace = 2,
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export class Canvas extends UIRootComponent {
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this._renderMode = val;
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this.onRenderSettingsChanged();
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}
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private _renderMode: RenderMode =
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private _renderMode: RenderMode = RenderMode.Undefined;
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private _rootCanvas!: Canvas;
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@@ -109,12 +111,28 @@ export class Canvas extends UIRootComponent {
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}
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private previousAspect: number = -1;
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114
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+
private previousParent: Object3D | null = null;
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onBeforeRender() {
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if (this.isScreenSpace && this.context.mainCameraComponent && this.context.mainCameraComponent.aspect !== this.previousAspect) {
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this.previousAspect = this.context.mainCameraComponent.aspect;
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this.updateRenderMode();
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}
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121
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+
else if(this.renderOnTop){
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122
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+
// This is just a test but in reality it should be combined with all world canvases with render on top in one render pass
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123
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+
this.previousParent = this.gameObject.parent;
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124
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+
this.gameObject.removeFromParent();
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125
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+
}
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126
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+
}
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127
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+
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128
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+
onAfterRender(): void {
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129
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+
if (this.renderOnTop && this.previousParent && this.context.mainCamera) {
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130
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+
this.previousParent.add(this.gameObject);
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131
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+
this.context.renderer.autoClear = false;
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132
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+
this.context.renderer.clearDepth();
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133
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+
this.context.renderer.render(this.gameObject, this.context.mainCamera);
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134
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+
this.context.renderer.autoClear = true;
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135
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+
}
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118
136
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}
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119
137
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120
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applyRenderSettings(){
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@@ -382,8 +382,7 @@ export class EventSystem extends Behaviour {
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382
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const actualGo = parent[$shadowDomOwner].gameObject;
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383
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if (actualGo) {
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384
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const res = UIRaycastUtils.isInteractable(actualGo, this.out);
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385
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-
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386
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-
if (!res) return this.out.canvasGroup?.interactable ?? false;
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385
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+
if (!res) return false;
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387
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canvasGroup = this.out.canvasGroup ?? null;
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388
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389
388
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const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
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@@ -214,6 +214,9 @@ export class Text extends Graphic {
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214
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215
215
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this.getAlignment(opts, isTextIntermediate);
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216
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const block = rt.createNewBlock(opts);
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217
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+
// The text block should never write depth to avoid z-fighting
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218
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+
const mat = block["backgroundMaterial"];
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219
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+
if(mat) mat.depthWrite = false;
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217
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if (content) {
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218
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if (Array.isArray(content)) {
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219
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block.add(...content);
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@@ -34,11 +34,13 @@ export function updateRenderSettings(shadowComponent: THREE.Object3D, settings:
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34
34
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// console.log(shadowComponent)
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35
35
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const mat = shadowComponent["material"];
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36
36
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if (mat?.isMaterial === true) {
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37
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-
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38
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-
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39
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-
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37
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+
const parent = shadowComponent.parent;
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38
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+
if (parent && parent["isText"] === true) {
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39
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+
// console.log(shadowComponent, shadowComponent.name);
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|
40
|
+
}
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|
41
|
+
// mat.depthTest = !settings.renderOnTop ?? true;
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42
|
+
// mat.depthWrite = settings.depthWrite ?? false;
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40
43
|
mat.side = (settings.doubleSided ?? true) ? DoubleSide : FrontSide;
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41
|
-
mat.depthWrite = settings.depthWrite ?? false;
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42
44
|
mat.shadowSide = settings.doubleSided ? DoubleSide : FrontSide;
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43
45
|
shadowComponent.castShadow = settings.castShadows ? settings.castShadows : false;
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|
44
46
|
shadowComponent.receiveShadow = settings.receiveShadows ? settings.receiveShadows : false;
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