@omerrgocmen/crewctl 1.0.3 → 1.3.0

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.
Files changed (91) hide show
  1. package/README.md +193 -193
  2. package/orchestrator/README.md +473 -462
  3. package/orchestrator/config.default.json +79 -71
  4. package/orchestrator/roles/executor.md +57 -57
  5. package/orchestrator/roles/operator.md +77 -77
  6. package/orchestrator/roles/planner.md +58 -58
  7. package/orchestrator/roles/reviewer.md +63 -63
  8. package/orchestrator/skills/acceptance-criteria.md +18 -18
  9. package/orchestrator/skills/accessibility-audit.md +16 -16
  10. package/orchestrator/skills/accessible-forms.md +16 -16
  11. package/orchestrator/skills/api-design.md +27 -27
  12. package/orchestrator/skills/api-documentation.md +16 -16
  13. package/orchestrator/skills/architecture-decision-record.md +18 -18
  14. package/orchestrator/skills/authentication-design.md +16 -16
  15. package/orchestrator/skills/authorization-review.md +16 -16
  16. package/orchestrator/skills/backward-compatibility.md +17 -17
  17. package/orchestrator/skills/changelog-writing.md +16 -16
  18. package/orchestrator/skills/ci-pipeline-design.md +16 -16
  19. package/orchestrator/skills/cli-design.md +16 -16
  20. package/orchestrator/skills/code-review.md +27 -27
  21. package/orchestrator/skills/configuration-management.md +16 -16
  22. package/orchestrator/skills/container-review.md +16 -16
  23. package/orchestrator/skills/contract-testing.md +16 -16
  24. package/orchestrator/skills/dashboard-design.md +16 -16
  25. package/orchestrator/skills/database-migration.md +16 -16
  26. package/orchestrator/skills/database-schema-design.md +16 -16
  27. package/orchestrator/skills/debugging.md +26 -26
  28. package/orchestrator/skills/dependency-review.md +16 -16
  29. package/orchestrator/skills/design-review.md +29 -29
  30. package/orchestrator/skills/design-system.md +16 -16
  31. package/orchestrator/skills/docs-api-reference.md +16 -16
  32. package/orchestrator/skills/docs-troubleshooting.md +16 -16
  33. package/orchestrator/skills/docs-tutorial.md +16 -16
  34. package/orchestrator/skills/docs-writing.md +25 -25
  35. package/orchestrator/skills/empty-error-loading-states.md +16 -16
  36. package/orchestrator/skills/end-to-end-testing.md +16 -16
  37. package/orchestrator/skills/error-handling.md +16 -16
  38. package/orchestrator/skills/frontend-design.md +28 -28
  39. package/orchestrator/skills/git-commit-writing.md +16 -16
  40. package/orchestrator/skills/graphql-design.md +16 -16
  41. package/orchestrator/skills/incident-runbook.md +18 -18
  42. package/orchestrator/skills/input-validation.md +16 -16
  43. package/orchestrator/skills/integration-testing.md +16 -16
  44. package/orchestrator/skills/interaction-design.md +16 -16
  45. package/orchestrator/skills/landing-page-design.md +16 -16
  46. package/orchestrator/skills/observability-design.md +16 -16
  47. package/orchestrator/skills/openapi-contract.md +16 -16
  48. package/orchestrator/skills/performance-profiling.md +16 -16
  49. package/orchestrator/skills/privacy-review.md +16 -16
  50. package/orchestrator/skills/property-based-testing.md +16 -16
  51. package/orchestrator/skills/pull-request-writing.md +16 -16
  52. package/orchestrator/skills/refactoring.md +16 -16
  53. package/orchestrator/skills/release-readiness.md +16 -16
  54. package/orchestrator/skills/responsive-design.md +16 -16
  55. package/orchestrator/skills/secrets-management.md +16 -16
  56. package/orchestrator/skills/secure-file-upload.md +16 -16
  57. package/orchestrator/skills/security-review.md +26 -26
  58. package/orchestrator/skills/semantic-versioning.md +17 -17
  59. package/orchestrator/skills/seo-on-page.md +16 -16
  60. package/orchestrator/skills/seo-structured-data.md +16 -16
  61. package/orchestrator/skills/seo-technical-audit.md +16 -16
  62. package/orchestrator/skills/sql-query-review.md +16 -16
  63. package/orchestrator/skills/supply-chain-security.md +16 -16
  64. package/orchestrator/skills/test-strategy.md +16 -16
  65. package/orchestrator/skills/threat-modeling.md +16 -16
  66. package/orchestrator/skills/unit-testing.md +16 -16
  67. package/orchestrator/skills/write-tests.md +28 -28
  68. package/orchestrator/src/cli-registry.js +740 -616
  69. package/orchestrator/src/cli.js +140 -135
  70. package/orchestrator/src/doctor.js +64 -64
  71. package/orchestrator/src/engine.js +1735 -1552
  72. package/orchestrator/src/schedule.js +126 -126
  73. package/orchestrator/src/server.js +818 -766
  74. package/orchestrator/src/skill-registry.js +272 -272
  75. package/orchestrator/src/store.js +470 -399
  76. package/orchestrator/web/OrbitControls.js +1417 -1417
  77. package/orchestrator/web/board.html +146 -146
  78. package/orchestrator/web/code.html +213 -213
  79. package/orchestrator/web/flow.html +741 -741
  80. package/orchestrator/web/index.html +602 -588
  81. package/orchestrator/web/jsm/postprocessing/EffectComposer.js +231 -231
  82. package/orchestrator/web/jsm/postprocessing/MaskPass.js +104 -104
  83. package/orchestrator/web/jsm/postprocessing/Pass.js +95 -95
  84. package/orchestrator/web/jsm/postprocessing/RenderPass.js +99 -99
  85. package/orchestrator/web/jsm/postprocessing/ShaderPass.js +77 -77
  86. package/orchestrator/web/jsm/postprocessing/UnrealBloomPass.js +415 -415
  87. package/orchestrator/web/jsm/shaders/CopyShader.js +45 -45
  88. package/orchestrator/web/jsm/shaders/LuminosityHighPassShader.js +66 -66
  89. package/orchestrator/web/site.webmanifest +12 -12
  90. package/orchestrator/web/three.module.min.js +6 -6
  91. package/package.json +51 -51
@@ -1,95 +1,95 @@
1
- import {
2
- BufferGeometry,
3
- Float32BufferAttribute,
4
- OrthographicCamera,
5
- Mesh
6
- } from 'three';
7
-
8
- class Pass {
9
-
10
- constructor() {
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-
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- this.isPass = true;
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-
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- // if set to true, the pass is processed by the composer
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- this.enabled = true;
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-
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- // if set to true, the pass indicates to swap read and write buffer after rendering
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- this.needsSwap = true;
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-
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- // if set to true, the pass clears its buffer before rendering
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- this.clear = false;
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-
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- // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
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- this.renderToScreen = false;
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-
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- }
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-
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- setSize( /* width, height */ ) {}
29
-
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- render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
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-
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- console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
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-
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- }
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-
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- dispose() {}
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-
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- }
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-
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- // Helper for passes that need to fill the viewport with a single quad.
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-
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- const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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-
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- // https://github.com/mrdoob/three.js/pull/21358
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-
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- class FullscreenTriangleGeometry extends BufferGeometry {
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-
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- constructor() {
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-
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- super();
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-
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- this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
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- this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
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-
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- }
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-
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- }
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-
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- const _geometry = new FullscreenTriangleGeometry();
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-
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- class FullScreenQuad {
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-
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- constructor( material ) {
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-
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- this._mesh = new Mesh( _geometry, material );
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-
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- }
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-
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- dispose() {
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-
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- this._mesh.geometry.dispose();
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-
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- }
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-
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- render( renderer ) {
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-
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- renderer.render( this._mesh, _camera );
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-
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- }
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-
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- get material() {
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-
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- return this._mesh.material;
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-
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- }
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-
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- set material( value ) {
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-
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- this._mesh.material = value;
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-
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- }
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-
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- }
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-
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- export { Pass, FullScreenQuad };
1
+ import {
2
+ BufferGeometry,
3
+ Float32BufferAttribute,
4
+ OrthographicCamera,
5
+ Mesh
6
+ } from 'three';
7
+
8
+ class Pass {
9
+
10
+ constructor() {
11
+
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+ this.isPass = true;
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+
14
+ // if set to true, the pass is processed by the composer
15
+ this.enabled = true;
16
+
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+ // if set to true, the pass indicates to swap read and write buffer after rendering
18
+ this.needsSwap = true;
19
+
20
+ // if set to true, the pass clears its buffer before rendering
21
+ this.clear = false;
22
+
23
+ // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
24
+ this.renderToScreen = false;
25
+
26
+ }
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+
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+ setSize( /* width, height */ ) {}
29
+
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+ render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
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+
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+ console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
33
+
34
+ }
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+
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+ dispose() {}
37
+
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+ }
39
+
40
+ // Helper for passes that need to fill the viewport with a single quad.
41
+
42
+ const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
43
+
44
+ // https://github.com/mrdoob/three.js/pull/21358
45
+
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+ class FullscreenTriangleGeometry extends BufferGeometry {
47
+
48
+ constructor() {
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+
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+ super();
51
+
52
+ this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
53
+ this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
54
+
55
+ }
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+
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+ }
58
+
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+ const _geometry = new FullscreenTriangleGeometry();
60
+
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+ class FullScreenQuad {
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+
63
+ constructor( material ) {
64
+
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+ this._mesh = new Mesh( _geometry, material );
66
+
67
+ }
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+
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+ dispose() {
70
+
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+ this._mesh.geometry.dispose();
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+
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+ }
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+
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+ render( renderer ) {
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+
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+ renderer.render( this._mesh, _camera );
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+
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+ }
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+
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+ get material() {
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+
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+ return this._mesh.material;
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+
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+ }
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+
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+ set material( value ) {
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+
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+ this._mesh.material = value;
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+
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+ }
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+
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+ }
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+
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+ export { Pass, FullScreenQuad };
@@ -1,99 +1,99 @@
1
- import {
2
- Color
3
- } from 'three';
4
- import { Pass } from './Pass.js';
5
-
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- class RenderPass extends Pass {
7
-
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- constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
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-
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- super();
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-
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- this.scene = scene;
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- this.camera = camera;
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-
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- this.overrideMaterial = overrideMaterial;
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-
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- this.clearColor = clearColor;
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- this.clearAlpha = clearAlpha;
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-
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- this.clear = true;
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- this.clearDepth = false;
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- this.needsSwap = false;
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- this._oldClearColor = new Color();
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-
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- }
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-
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- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
28
-
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- const oldAutoClear = renderer.autoClear;
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- renderer.autoClear = false;
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-
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- let oldClearAlpha, oldOverrideMaterial;
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-
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- if ( this.overrideMaterial !== null ) {
35
-
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- oldOverrideMaterial = this.scene.overrideMaterial;
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-
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- this.scene.overrideMaterial = this.overrideMaterial;
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-
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- }
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-
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- if ( this.clearColor !== null ) {
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-
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- renderer.getClearColor( this._oldClearColor );
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- renderer.setClearColor( this.clearColor );
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-
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- }
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-
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- if ( this.clearAlpha !== null ) {
50
-
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- oldClearAlpha = renderer.getClearAlpha();
52
- renderer.setClearAlpha( this.clearAlpha );
53
-
54
- }
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-
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- if ( this.clearDepth == true ) {
57
-
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- renderer.clearDepth();
59
-
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- }
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-
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- renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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-
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- if ( this.clear === true ) {
65
-
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- // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
67
- renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
68
-
69
- }
70
-
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- renderer.render( this.scene, this.camera );
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-
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- // restore
74
-
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- if ( this.clearColor !== null ) {
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-
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- renderer.setClearColor( this._oldClearColor );
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-
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- }
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-
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- if ( this.clearAlpha !== null ) {
82
-
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- renderer.setClearAlpha( oldClearAlpha );
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-
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- }
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-
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- if ( this.overrideMaterial !== null ) {
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-
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- this.scene.overrideMaterial = oldOverrideMaterial;
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-
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- }
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-
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- renderer.autoClear = oldAutoClear;
94
-
95
- }
96
-
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- }
98
-
99
- export { RenderPass };
1
+ import {
2
+ Color
3
+ } from 'three';
4
+ import { Pass } from './Pass.js';
5
+
6
+ class RenderPass extends Pass {
7
+
8
+ constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
9
+
10
+ super();
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+
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+ this.scene = scene;
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+ this.camera = camera;
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+
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+ this.overrideMaterial = overrideMaterial;
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+
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+ this.clearColor = clearColor;
18
+ this.clearAlpha = clearAlpha;
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+
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+ this.clear = true;
21
+ this.clearDepth = false;
22
+ this.needsSwap = false;
23
+ this._oldClearColor = new Color();
24
+
25
+ }
26
+
27
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
28
+
29
+ const oldAutoClear = renderer.autoClear;
30
+ renderer.autoClear = false;
31
+
32
+ let oldClearAlpha, oldOverrideMaterial;
33
+
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+ if ( this.overrideMaterial !== null ) {
35
+
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+ oldOverrideMaterial = this.scene.overrideMaterial;
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+
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+ this.scene.overrideMaterial = this.overrideMaterial;
39
+
40
+ }
41
+
42
+ if ( this.clearColor !== null ) {
43
+
44
+ renderer.getClearColor( this._oldClearColor );
45
+ renderer.setClearColor( this.clearColor );
46
+
47
+ }
48
+
49
+ if ( this.clearAlpha !== null ) {
50
+
51
+ oldClearAlpha = renderer.getClearAlpha();
52
+ renderer.setClearAlpha( this.clearAlpha );
53
+
54
+ }
55
+
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+ if ( this.clearDepth == true ) {
57
+
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+ renderer.clearDepth();
59
+
60
+ }
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+
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+ renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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+
64
+ if ( this.clear === true ) {
65
+
66
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
67
+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
68
+
69
+ }
70
+
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+ renderer.render( this.scene, this.camera );
72
+
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+ // restore
74
+
75
+ if ( this.clearColor !== null ) {
76
+
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+ renderer.setClearColor( this._oldClearColor );
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+
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+ }
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+
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+ if ( this.clearAlpha !== null ) {
82
+
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+ renderer.setClearAlpha( oldClearAlpha );
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+
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+ }
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+
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+ if ( this.overrideMaterial !== null ) {
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+
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+ this.scene.overrideMaterial = oldOverrideMaterial;
90
+
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+ }
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+
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+ renderer.autoClear = oldAutoClear;
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+
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+ }
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+
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+ }
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+
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+ export { RenderPass };
@@ -1,77 +1,77 @@
1
- import {
2
- ShaderMaterial,
3
- UniformsUtils
4
- } from 'three';
5
- import { Pass, FullScreenQuad } from './Pass.js';
6
-
7
- class ShaderPass extends Pass {
8
-
9
- constructor( shader, textureID ) {
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-
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- super();
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-
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- this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
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-
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- if ( shader instanceof ShaderMaterial ) {
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-
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- this.uniforms = shader.uniforms;
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-
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- this.material = shader;
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-
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- } else if ( shader ) {
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-
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- this.uniforms = UniformsUtils.clone( shader.uniforms );
24
-
25
- this.material = new ShaderMaterial( {
26
-
27
- name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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- defines: Object.assign( {}, shader.defines ),
29
- uniforms: this.uniforms,
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- vertexShader: shader.vertexShader,
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- fragmentShader: shader.fragmentShader
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-
33
- } );
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-
35
- }
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-
37
- this.fsQuad = new FullScreenQuad( this.material );
38
-
39
- }
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-
41
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
42
-
43
- if ( this.uniforms[ this.textureID ] ) {
44
-
45
- this.uniforms[ this.textureID ].value = readBuffer.texture;
46
-
47
- }
48
-
49
- this.fsQuad.material = this.material;
50
-
51
- if ( this.renderToScreen ) {
52
-
53
- renderer.setRenderTarget( null );
54
- this.fsQuad.render( renderer );
55
-
56
- } else {
57
-
58
- renderer.setRenderTarget( writeBuffer );
59
- // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
60
- if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
61
- this.fsQuad.render( renderer );
62
-
63
- }
64
-
65
- }
66
-
67
- dispose() {
68
-
69
- this.material.dispose();
70
-
71
- this.fsQuad.dispose();
72
-
73
- }
74
-
75
- }
76
-
77
- export { ShaderPass };
1
+ import {
2
+ ShaderMaterial,
3
+ UniformsUtils
4
+ } from 'three';
5
+ import { Pass, FullScreenQuad } from './Pass.js';
6
+
7
+ class ShaderPass extends Pass {
8
+
9
+ constructor( shader, textureID ) {
10
+
11
+ super();
12
+
13
+ this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
14
+
15
+ if ( shader instanceof ShaderMaterial ) {
16
+
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+ this.uniforms = shader.uniforms;
18
+
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+ this.material = shader;
20
+
21
+ } else if ( shader ) {
22
+
23
+ this.uniforms = UniformsUtils.clone( shader.uniforms );
24
+
25
+ this.material = new ShaderMaterial( {
26
+
27
+ name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
28
+ defines: Object.assign( {}, shader.defines ),
29
+ uniforms: this.uniforms,
30
+ vertexShader: shader.vertexShader,
31
+ fragmentShader: shader.fragmentShader
32
+
33
+ } );
34
+
35
+ }
36
+
37
+ this.fsQuad = new FullScreenQuad( this.material );
38
+
39
+ }
40
+
41
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
42
+
43
+ if ( this.uniforms[ this.textureID ] ) {
44
+
45
+ this.uniforms[ this.textureID ].value = readBuffer.texture;
46
+
47
+ }
48
+
49
+ this.fsQuad.material = this.material;
50
+
51
+ if ( this.renderToScreen ) {
52
+
53
+ renderer.setRenderTarget( null );
54
+ this.fsQuad.render( renderer );
55
+
56
+ } else {
57
+
58
+ renderer.setRenderTarget( writeBuffer );
59
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
60
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
61
+ this.fsQuad.render( renderer );
62
+
63
+ }
64
+
65
+ }
66
+
67
+ dispose() {
68
+
69
+ this.material.dispose();
70
+
71
+ this.fsQuad.dispose();
72
+
73
+ }
74
+
75
+ }
76
+
77
+ export { ShaderPass };