three-base 2.0.134 → 2.0.142
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/DirectionalLight.d.ts +6 -6
- package/DirectionalLight.js +68 -68
- package/DirectionalLight.ts +70 -0
- package/EventMap.d.ts +103 -0
- package/EventMap.js +17 -0
- package/EventMap.ts +139 -0
- package/EventMesh.d.ts +18 -18
- package/EventMesh.js +59 -59
- package/EventMesh.ts +60 -0
- package/ExtrudeMesh.d.ts +112 -112
- package/ExtrudeMesh.js +342 -366
- package/ExtrudeMesh.ts +553 -0
- package/FPScontrol.d.ts +511 -71
- package/FPScontrol.js +1799 -505
- package/FPScontrol.ts +1855 -0
- package/Fire/Fire.d.ts +28 -28
- package/Fire/Fire.js +80 -79
- package/Fire/Fire.ts +89 -0
- package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +9 -9
- package/Fire/{FireGromtry.js → FireGeometry.js} +40 -40
- package/Fire/FireGeometry.ts +40 -0
- package/Fire/FireMaterial.d.ts +28 -28
- package/Fire/FireMaterial.js +32 -32
- package/Fire/FireMaterial.ts +89 -0
- package/Fire/index.d.ts +2 -1
- package/Fire/index.js +2 -1
- package/Fire/index.ts +2 -0
- package/GLTFDracoLoader.d.ts +71 -0
- package/GLTFDracoLoader.js +266 -0
- package/GLTFDracoLoader.ts +430 -0
- package/Grass/Grass.d.ts +8 -8
- package/Grass/Grass.js +38 -38
- package/Grass/Grass.ts +38 -0
- package/Grass/index.d.ts +2 -1
- package/Grass/index.js +2 -1
- package/Grass/index.ts +2 -0
- package/Ground1/Ground1.d.ts +10 -11
- package/Ground1/Ground1.js +95 -91
- package/Ground1/Ground1.ts +114 -0
- package/Ground1/index.d.ts +1 -1
- package/Ground1/index.js +1 -1
- package/Ground1/index.ts +1 -0
- package/MeshBase.d.ts +36 -35
- package/MeshBase.js +247 -223
- package/MeshBase.ts +253 -0
- package/Mirror.d.ts +25 -25
- package/Mirror.js +143 -139
- package/Mirror.ts +203 -0
- package/MktMesh/MktMesh.d.ts +291 -0
- package/MktMesh/MktMesh.js +1045 -0
- package/MktMesh/MktMesh.ts +1075 -0
- package/MktMesh/assetUrl.d.ts +35 -0
- package/MktMesh/assetUrl.js +69 -0
- package/MktMesh/assetUrl.ts +69 -0
- package/MktMesh/mktMappingShader.d.ts +12 -0
- package/MktMesh/mktMappingShader.js +139 -0
- package/MktMesh/mktMappingShader.ts +139 -0
- package/MktMesh/mktShader.d.ts +263 -0
- package/MktMesh/mktShader.js +1248 -0
- package/MktMesh/mktShader.ts +1344 -0
- package/MktMesh/panoBitmapTexture.d.ts +25 -0
- package/MktMesh/panoBitmapTexture.js +52 -0
- package/MktMesh/panoBitmapTexture.ts +54 -0
- package/MktMesh/panoSlotBind.d.ts +29 -0
- package/MktMesh/panoSlotBind.js +106 -0
- package/MktMesh/panoSlotBind.ts +153 -0
- package/MktMesh/panoSlotRoster.d.ts +22 -0
- package/MktMesh/panoSlotRoster.js +169 -0
- package/MktMesh/panoSlotRoster.ts +168 -0
- package/MktMesh/panoTileStitcher.d.ts +119 -0
- package/MktMesh/panoTileStitcher.js +533 -0
- package/MktMesh/panoTileStitcher.ts +616 -0
- package/MktMesh/types.d.ts +75 -0
- package/MktMesh/types.js +1 -0
- package/MktMesh/types.ts +87 -0
- package/MktMesh/wallCapTessellate.d.ts +33 -0
- package/MktMesh/wallCapTessellate.js +97 -0
- package/MktMesh/wallCapTessellate.ts +68 -0
- package/PipeMesh/PathGeometry.d.ts +44 -44
- package/PipeMesh/PathGeometry.js +307 -300
- package/PipeMesh/PathGeometry.ts +343 -0
- package/PipeMesh/PathPoint.d.ts +17 -17
- package/PipeMesh/PathPoint.js +31 -31
- package/PipeMesh/PathPoint.ts +36 -0
- package/PipeMesh/PathPointList.d.ts +31 -31
- package/PipeMesh/PathPointList.js +209 -208
- package/PipeMesh/PathPointList.ts +227 -0
- package/PipeMesh/PathTubeGeometry.d.ts +25 -25
- package/PipeMesh/PathTubeGeometry.js +130 -130
- package/PipeMesh/PathTubeGeometry.ts +146 -0
- package/PipeMesh/PipeMesh.d.ts +25 -25
- package/PipeMesh/PipeMesh.js +63 -63
- package/PipeMesh/PipeMesh.ts +76 -0
- package/PipeMesh/index.d.ts +1 -1
- package/PipeMesh/index.js +1 -1
- package/PipeMesh/index.ts +1 -0
- package/PlaneModal1/PlaneModal1.d.ts +34 -31
- package/PlaneModal1/PlaneModal1.js +109 -105
- package/PlaneModal1/PlaneModal1.ts +138 -0
- package/PlaneModal1/index.d.ts +1 -1
- package/PlaneModal1/index.js +1 -1
- package/PlaneModal1/index.ts +1 -0
- package/PlaneText.d.ts +27 -39
- package/PlaneText.js +35 -30
- package/PlaneText.ts +55 -0
- package/PlaneWithHtml.d.ts +13 -11
- package/PlaneWithHtml.js +64 -63
- package/PlaneWithHtml.ts +70 -0
- package/PointLight/PointLight.d.ts +13 -14
- package/PointLight/PointLight.js +64 -70
- package/PointLight/PointLight.ts +67 -0
- package/PointLight/index.d.ts +1 -1
- package/PointLight/index.js +1 -1
- package/PointLight/index.ts +1 -0
- package/README.md +110 -79
- package/Sky/Sky.d.ts +9 -9
- package/Sky/Sky.js +22 -22
- package/Sky/Sky.ts +22 -0
- package/Sky/index.d.ts +1 -1
- package/Sky/index.js +1 -1
- package/Sky/index.ts +1 -0
- package/SpotLight.d.ts +6 -6
- package/SpotLight.js +72 -72
- package/SpotLight.ts +74 -0
- package/SpriteModal1/SpriteModal1.d.ts +33 -30
- package/SpriteModal1/SpriteModal1.js +116 -110
- package/SpriteModal1/SpriteModal1.ts +146 -0
- package/SpriteModal1/index.d.ts +1 -1
- package/SpriteModal1/index.js +1 -1
- package/SpriteModal1/index.ts +1 -0
- package/SpriteText.d.ts +46 -45
- package/SpriteText.js +176 -163
- package/SpriteText.ts +205 -0
- package/SpriteText2.d.ts +48 -47
- package/SpriteText2.js +223 -198
- package/SpriteText2.ts +258 -0
- package/SpriteText3.d.ts +86 -0
- package/SpriteText3.js +519 -0
- package/SpriteText3.ts +599 -0
- package/SpriteWithHtml.d.ts +9 -7
- package/SpriteWithHtml.js +44 -44
- package/SpriteWithHtml.ts +50 -0
- package/Text3D/Text3D.d.ts +20 -20
- package/Text3D/Text3D.js +58 -62
- package/Text3D/Text3D.ts +77 -0
- package/Text3D/fontController.d.ts +60 -59
- package/Text3D/fontController.js +166 -199
- package/Text3D/fontController.ts +209 -0
- package/Text3D/index.d.ts +1 -1
- package/Text3D/index.js +1 -1
- package/Text3D/index.ts +1 -0
- package/ThreeBase.d.ts +248 -97
- package/ThreeBase.js +1202 -613
- package/ThreeBase.ts +1314 -0
- package/ThreeMouse.d.ts +54 -40
- package/ThreeMouse.js +453 -407
- package/ThreeMouse.ts +472 -0
- package/Transition.d.ts +45 -40
- package/Transition.js +209 -210
- package/Transition.ts +242 -0
- package/Water/Water.d.ts +5 -5
- package/Water/Water.js +44 -26
- package/Water/Water.ts +45 -0
- package/Water/index.d.ts +2 -0
- package/Water/index.js +2 -0
- package/Water/index.ts +2 -0
- package/WaterFlow/FloatingDuck.d.ts +88 -0
- package/WaterFlow/FloatingDuck.js +307 -0
- package/WaterFlow/FloatingDuck.ts +445 -0
- package/WaterFlow/GPUFluidSimulation.d.ts +56 -0
- package/WaterFlow/GPUFluidSimulation.js +785 -0
- package/WaterFlow/GPUFluidSimulation.ts +827 -0
- package/WaterFlow/ReservoirSystem.d.ts +106 -0
- package/WaterFlow/ReservoirSystem.js +621 -0
- package/WaterFlow/ReservoirSystem.ts +754 -0
- package/WaterFlow/SPHField.d.ts +35 -0
- package/WaterFlow/SPHField.js +204 -0
- package/WaterFlow/SPHField.ts +228 -0
- package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -0
- package/WaterFlow/ScreenSpaceFluidPass.js +736 -0
- package/WaterFlow/ScreenSpaceFluidPass.ts +789 -0
- package/WaterFlow/ShallowWaterSurface.d.ts +45 -0
- package/WaterFlow/ShallowWaterSurface.js +441 -0
- package/WaterFlow/ShallowWaterSurface.ts +510 -0
- package/WaterFlow/WaterFlow.d.ts +87 -0
- package/WaterFlow/WaterFlow.js +171 -0
- package/WaterFlow/WaterFlow.ts +219 -0
- package/WaterFlow/types.d.ts +161 -0
- package/WaterFlow/types.js +1 -0
- package/WaterFlow/types.ts +189 -0
- package/WaterFlow/waterFlowPass.d.ts +3 -0
- package/WaterFlow/waterFlowPass.js +20 -0
- package/WaterFlow/waterFlowPass.ts +40 -0
- package/collisionOBB.d.ts +42 -0
- package/collisionOBB.js +112 -0
- package/collisionOBB.ts +108 -0
- package/declare.d.ts +23 -165
- package/index.d.ts +1 -1
- package/index.js +1 -2
- package/index.ts +1 -0
- package/instanced/InstancedBatch.d.ts +57 -0
- package/instanced/InstancedBatch.js +348 -0
- package/instanced/InstancedBatch.ts +406 -0
- package/instanced/InstancedChild.d.ts +174 -0
- package/instanced/InstancedChild.js +264 -0
- package/instanced/InstancedChild.ts +327 -0
- package/instanced/InstancedGroup.d.ts +43 -0
- package/instanced/InstancedGroup.js +126 -0
- package/instanced/InstancedGroup.ts +137 -0
- package/{InstancedMeshBase.d.ts → instanced/InstancedMeshBase.d.ts} +38 -39
- package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +282 -293
- package/instanced/InstancedMeshBase.ts +292 -0
- package/instanced/InstancedTemplate.d.ts +46 -0
- package/instanced/InstancedTemplate.js +125 -0
- package/instanced/InstancedTemplate.ts +188 -0
- package/keyControls.d.ts +30 -0
- package/{keyContorls.js → keyControls.js} +101 -98
- package/keyControls.ts +107 -0
- package/lensflare/LensFlare.d.ts +39 -0
- package/lensflare/LensFlare.js +373 -0
- package/lensflare/LensFlare.ts +448 -0
- package/lensflare/lensflare0.png +0 -0
- package/lensflare/lensflare3.png +0 -0
- package/lensflare/lensflare_custom.png +0 -0
- package/lensflare/lensflare_hex_ghost.png +0 -0
- package/lensflare/lensflare_hex_main.png +0 -0
- package/package.json +101 -26
- package/pass/bloom_pass.d.ts +2 -2
- package/pass/bloom_pass.js +188 -101
- package/pass/bloom_pass.ts +243 -0
- package/pass/cover_pass.d.ts +2 -2
- package/pass/cover_pass.js +122 -99
- package/pass/cover_pass.ts +182 -0
- package/pass/debugDepthState.d.ts +20 -0
- package/pass/debugDepthState.js +9 -0
- package/pass/debugDepthState.ts +22 -0
- package/pass/depthTestBias.d.ts +12 -0
- package/pass/depthTestBias.js +12 -0
- package/pass/depthTestBias.ts +12 -0
- package/pass/effectUserData.d.ts +27 -0
- package/pass/effectUserData.js +1 -0
- package/pass/effectUserData.ts +46 -0
- package/pass/frosted_glass_pass.d.ts +2 -2
- package/pass/frosted_glass_pass.js +167 -186
- package/pass/frosted_glass_pass.ts +288 -0
- package/pass/fsQuad.d.ts +9 -9
- package/pass/fsQuad.js +28 -28
- package/pass/fsQuad.ts +34 -0
- package/pass/glow_pass.d.ts +2 -2
- package/pass/glow_pass.js +449 -233
- package/pass/glow_pass.ts +654 -0
- package/pass/screen_bloom_pass.d.ts +11 -0
- package/pass/screen_bloom_pass.js +235 -0
- package/pass/screen_bloom_pass.ts +263 -0
- package/pass/ssao_pass.d.ts +88 -11
- package/pass/ssao_pass.js +802 -288
- package/pass/ssao_pass.ts +918 -0
- package/pass/stroke_pass.d.ts +2 -2
- package/pass/stroke_pass.js +329 -258
- package/pass/stroke_pass.ts +638 -0
- package/shaders/FXAAShaderMaterial.d.ts +3 -3
- package/shaders/FXAAShaderMaterial.js +23 -66
- package/shaders/FXAAShaderMaterial.ts +201 -0
- package/shaders/baseDepthVisShader.d.ts +11 -0
- package/shaders/baseDepthVisShader.js +36 -0
- package/shaders/baseDepthVisShader.ts +36 -0
- package/shaders/baseTextureToRenderShader.d.ts +2 -2
- package/shaders/baseTextureToRenderShader.js +55 -60
- package/shaders/baseTextureToRenderShader.ts +232 -0
- package/shaders/copyShader.d.ts +3 -3
- package/shaders/copyShader.js +13 -14
- package/shaders/copyShader.ts +32 -0
- package/shaders/debugDepthCompareShader.d.ts +14 -0
- package/shaders/debugDepthCompareShader.js +49 -0
- package/shaders/debugDepthCompareShader.ts +50 -0
- package/shaders/debugDepthJudgeShader.d.ts +18 -0
- package/shaders/debugDepthJudgeShader.js +52 -0
- package/shaders/debugDepthJudgeShader.ts +54 -0
- package/shaders/debugExcludedShader.d.ts +13 -0
- package/shaders/debugExcludedShader.js +46 -0
- package/shaders/debugExcludedShader.ts +48 -0
- package/spriteTextBg.d.ts +1 -0
- package/spriteTextBg.js +20 -0
- package/spriteTextBg.ts +20 -0
- package/threeLoader.d.ts +35 -34
- package/threeLoader.js +518 -527
- package/threeLoader.ts +525 -0
- package/threeUtils.d.ts +53 -52
- package/threeUtils.js +329 -330
- package/threeUtils.ts +373 -0
- package/types.d.ts +2 -0
- package/types.js +6 -0
- package/types.ts +8 -0
- package/ApngTexture.d.ts +0 -13
- package/ApngTexture.js +0 -61
- package/ApngTextureManage.d.ts +0 -18
- package/ApngTextureManage.js +0 -87
- package/KeyFrameAnimation.d.ts +0 -25
- package/KeyFrameAnimation.js +0 -78
- package/keyContorls.d.ts +0 -25
- package/lib/draco/draco_decoder.js +0 -34
- package/lib/draco/draco_decoder.wasm +0 -0
- package/lib/draco/draco_wasm_wrapper.js +0 -117
- package/shaders.d.ts +0 -5
- package/shaders.js +0 -93
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void main() {
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform float v;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
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}
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depthWrite: false,
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transparent: true,
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});
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const depthTestShader = new ShaderMaterial({
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uniforms: {
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baseDepth: { value: null },
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selectDepth: { value: null },
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cameraFar: { value: 1000.0 },
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},
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vertexShader: `
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${ShaderChunk.common}
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${ShaderChunk.logdepthbuf_pars_vertex}
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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fragmentShader: `
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${ShaderChunk.logdepthbuf_pars_fragment}
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uniform sampler2D baseDepth;
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uniform sampler2D selectDepth;
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uniform float cameraFar;
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varying vec2 vUv;
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void main() {
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// 毛玻璃对象深度
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float selectDepthValue = texture2D(selectDepth, vUv).r;
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// 场景深度
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float baseDepthValue = texture2D(baseDepth, vUv).r;
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// 对数深度反解为线性视图深度。
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float zSel = pow(cameraFar + 1.0, selectDepthValue) - 1.0;
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float zBase = pow(cameraFar + 1.0, baseDepthValue) - 1.0;
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float bias = max(zSel, 1.0) * 0.0015;
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// 该像素没有毛玻璃对象(selectDepth 仍是清屏值 1.0 → zSel == cameraFar)→ 不参与合成。
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// ⚠️ 旧实现让背景像素「直接保留毛玻璃」,导致没有对象的像素同样写白 mask;
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// 而 frostedGlassShader 是全屏 fsQuad,只要 mask.a>=0.01 就输出 blurTexture
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// → 整个场景被糊一层(表现为"开启毛玻璃后全场景变模糊")。
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if (zSel >= cameraFar) {
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discard;
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}
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//
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if(
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// 毛玻璃为实体:丢弃被更近场景几何遮挡的部分
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if (zSel > zBase + bias) {
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discard;
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}
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// 输出白色遮罩,alpha=1
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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${ShaderChunk.logdepthbuf_fragment}
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}
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`,
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depthWrite: true,
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transparent: true,
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});
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const frostedGlassShader = new ShaderMaterial({
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uniforms: {
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blurTexture: { value: null },
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maskTexture: { value: null },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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uniform sampler2D blurTexture;
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uniform sampler2D maskTexture;
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varying vec2 vUv;
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|
void main() {
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// 采样遮罩纹理
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|
vec4 mask = texture2D(maskTexture, vUv);
|
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// 遮罩区域为空时丢弃(非毛玻璃区域)
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|
if(mask.a < 0.01){
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discard;
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}
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//
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// 后处理全程在线性空间处理:blurTexture 来自 baseRenderTarget(线性格式,RawShaderMaterial
|
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|
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// 采样即为原始线性值,three 不会自动解码/编码),模糊混合后直接输出线性值写入线性目标,
|
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// 由终处理 baseTextureToRenderShader 统一做唯一的 sRGB 编码。切勿在此手动 sRGBTransferOETF,
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// 否则线性值被编码两次 sRGB,毛玻璃区域整体发白,与 screenCopy 的无损拷贝颜色空间不一致。
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+
gl_FragColor = texture2D(blurTexture, vUv);
|
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+
}
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+
`,
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depthTest: true,
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depthWrite: true,
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transparent: false,
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});
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+
export default function frosted_glass_pass(renderer, camera, scene, baseRenderTarget, baseDepthTexture, devicePixelRatio) {
|
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+
const enabledObjects = [];
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+
scene.traverseVisible((obj) => {
|
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|
+
if (obj.userData.frosted_glass_enable && obj.isMesh) {
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+
enabledObjects.push(obj);
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|
+
}
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+
});
|
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|
+
if (enabledObjects.length === 0) {
|
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|
+
return;
|
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|
+
}
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|
+
const originRenderTarget = renderer.getRenderTarget();
|
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|
+
// 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
|
|
205
|
+
// 消除灰度图与主画面尺寸不一致导致的放大重采样摩尔纹
|
|
206
|
+
renderer.getSize(size);
|
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207
|
+
size.multiplyScalar(devicePixelRatio);
|
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|
+
maskTextureTarget.setSize(size.x, size.y);
|
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|
+
blurTextureTarget.setSize(size.x, size.y);
|
|
210
|
+
tempBlurTextureTarget.setSize(size.x, size.y);
|
|
211
|
+
selectTextureTarget.setSize(size.x, size.y);
|
|
212
|
+
renderer.setRenderTarget(tempBlurTextureTarget);
|
|
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|
+
renderer.clear();
|
|
214
|
+
horizontalBlurShader.uniforms.tDiffuse.value = baseRenderTarget.texture;
|
|
215
|
+
horizontalBlurShader.uniforms.h.value = 2.5 / size.x;
|
|
216
|
+
fsQuad.render(renderer, horizontalBlurShader);
|
|
217
|
+
renderer.setRenderTarget(blurTextureTarget);
|
|
218
|
+
renderer.clear();
|
|
219
|
+
verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
|
|
220
|
+
verticalBlurShader.uniforms.v.value = 2.5 / size.y;
|
|
221
|
+
fsQuad.render(renderer, verticalBlurShader);
|
|
222
|
+
renderer.setRenderTarget(tempBlurTextureTarget);
|
|
223
|
+
renderer.clear();
|
|
224
|
+
horizontalBlurShader.uniforms.tDiffuse.value = blurTextureTarget.texture;
|
|
225
|
+
horizontalBlurShader.uniforms.h.value = 2.0 / size.x;
|
|
226
|
+
fsQuad.render(renderer, horizontalBlurShader);
|
|
227
|
+
renderer.setRenderTarget(blurTextureTarget);
|
|
228
|
+
renderer.clear();
|
|
229
|
+
verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
|
|
230
|
+
verticalBlurShader.uniforms.v.value = 2.0 / size.y;
|
|
231
|
+
fsQuad.render(renderer, verticalBlurShader);
|
|
232
|
+
const parents = enabledObjects.map(obj => obj.parent);
|
|
233
|
+
// selectTextureTarget / selectDepthTexture / tempScene 已在模块级复用,仅跟随主画面尺寸 resize,不每帧 new。
|
|
234
|
+
enabledObjects.forEach(obj => tempScene.add(obj));
|
|
235
|
+
renderer.setRenderTarget(selectTextureTarget);
|
|
236
|
+
renderer.clear();
|
|
237
|
+
renderer.render(tempScene, camera);
|
|
238
|
+
// 调试:记录选区深度,供面板「深度判定图 / 辉光深度比对」排查 frosted 的遮挡判定
|
|
239
|
+
debugDepthState.lastSelectDepth = selectDepthTexture;
|
|
240
|
+
renderer.setRenderTarget(maskTextureTarget);
|
|
241
|
+
renderer.clear();
|
|
242
|
+
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
243
|
+
depthTestShader.uniforms.selectDepth.value = selectTextureTarget.depthTexture;
|
|
244
|
+
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
245
|
+
fsQuad.render(renderer, depthTestShader);
|
|
246
|
+
enabledObjects.forEach((obj, i) => {
|
|
247
|
+
if (parents[i]) {
|
|
248
|
+
parents[i].add(obj);
|
|
174
249
|
}
|
|
175
|
-
|
|
176
|
-
|
|
177
|
-
|
|
178
|
-
|
|
179
|
-
|
|
180
|
-
|
|
181
|
-
|
|
182
|
-
// 收集所有启用了毛玻璃特效的 Mesh 对象
|
|
183
|
-
const enabledObjects = [];
|
|
184
|
-
scene.traverseVisible((obj) => {
|
|
185
|
-
if (obj.userData.frosted_glass_enable && obj.isMesh) {
|
|
186
|
-
enabledObjects.push(obj);
|
|
187
|
-
}
|
|
188
|
-
});
|
|
189
|
-
if (enabledObjects.length === 0) {
|
|
190
|
-
return;
|
|
191
|
-
}
|
|
192
|
-
// 保存原帧缓冲区
|
|
193
|
-
const originRenderTarget = renderer.getRenderTarget();
|
|
194
|
-
// 按实际渲染尺寸调整所有 RenderTarget
|
|
195
|
-
renderer.getSize(size);
|
|
196
|
-
size.multiplyScalar(devicePixelRatio);
|
|
197
|
-
maskTextureTarget.setSize(size.x, size.y);
|
|
198
|
-
blurTextureTarget.setSize(size.x, size.y);
|
|
199
|
-
tempBlurTextureTarget.setSize(size.x, size.y);
|
|
200
|
-
// ========== 第一步:对全场景纹理做高斯模糊(两遍,增强模糊效果) ==========
|
|
201
|
-
// 1. 第一阶段水平模糊
|
|
202
|
-
renderer.setRenderTarget(tempBlurTextureTarget);
|
|
203
|
-
renderer.clear();
|
|
204
|
-
horizontalBlurShader.uniforms.tDiffuse.value = baseRenderTarget.texture;
|
|
205
|
-
horizontalBlurShader.uniforms.h.value = 2.5 / size.x;
|
|
206
|
-
fsQuad.render(renderer, horizontalBlurShader);
|
|
207
|
-
// 2. 第一阶段垂直模糊
|
|
208
|
-
renderer.setRenderTarget(blurTextureTarget);
|
|
209
|
-
renderer.clear();
|
|
210
|
-
verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
|
|
211
|
-
verticalBlurShader.uniforms.v.value = 2.5 / size.y;
|
|
212
|
-
fsQuad.render(renderer, verticalBlurShader);
|
|
213
|
-
// 3. 第二阶段水平模糊
|
|
214
|
-
renderer.setRenderTarget(tempBlurTextureTarget);
|
|
215
|
-
renderer.clear();
|
|
216
|
-
horizontalBlurShader.uniforms.tDiffuse.value = blurTextureTarget.texture;
|
|
217
|
-
horizontalBlurShader.uniforms.h.value = 2.0 / size.x;
|
|
218
|
-
fsQuad.render(renderer, horizontalBlurShader);
|
|
219
|
-
// 4. 第二阶段垂直模糊
|
|
220
|
-
renderer.setRenderTarget(blurTextureTarget);
|
|
221
|
-
renderer.clear();
|
|
222
|
-
verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
|
|
223
|
-
verticalBlurShader.uniforms.v.value = 2.0 / size.y;
|
|
224
|
-
fsQuad.render(renderer, verticalBlurShader);
|
|
225
|
-
// ========== 第二步:渲染毛玻璃对象,提取深度遮罩 ==========
|
|
226
|
-
// 记录原始 parent,渲染完恢复
|
|
227
|
-
const parents = enabledObjects.map(obj => obj.parent);
|
|
228
|
-
// 临时 RenderTarget 用于渲染毛玻璃对象(需要深度纹理)
|
|
229
|
-
const selectDepthTexture = new DepthTexture(Math.round(size.x), Math.round(size.y));
|
|
230
|
-
selectDepthTexture.format = DepthFormat;
|
|
231
|
-
selectDepthTexture.type = UnsignedShortType;
|
|
232
|
-
const selectTextureTarget = new WebGLRenderTarget(Math.round(size.x), Math.round(size.y), {
|
|
233
|
-
minFilter: LinearFilter,
|
|
234
|
-
magFilter: LinearFilter,
|
|
235
|
-
format: RGBAFormat,
|
|
236
|
-
depthTexture: selectDepthTexture,
|
|
237
|
-
});
|
|
238
|
-
const tempScene = new Scene();
|
|
239
|
-
enabledObjects.forEach(obj => tempScene.add(obj));
|
|
240
|
-
renderer.setRenderTarget(selectTextureTarget);
|
|
241
|
-
renderer.clear();
|
|
242
|
-
renderer.render(tempScene, camera);
|
|
243
|
-
// 用深度测试 shader 生成遮罩
|
|
244
|
-
renderer.setRenderTarget(maskTextureTarget);
|
|
245
|
-
renderer.clear();
|
|
246
|
-
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
247
|
-
depthTestShader.uniforms.selectDepth.value = selectTextureTarget.depthTexture;
|
|
248
|
-
fsQuad.render(renderer, depthTestShader);
|
|
249
|
-
// 恢复所有对象的 parent
|
|
250
|
-
enabledObjects.forEach((obj, i) => {
|
|
251
|
-
if (parents[i]) {
|
|
252
|
-
parents[i].add(obj);
|
|
253
|
-
}
|
|
254
|
-
});
|
|
255
|
-
// 释放临时的 RenderTarget
|
|
256
|
-
selectTextureTarget.dispose();
|
|
257
|
-
// ========== 第三步:合成毛玻璃效果 ==========
|
|
258
|
-
renderer.setRenderTarget(originRenderTarget);
|
|
259
|
-
renderer.clearDepth();
|
|
260
|
-
frostedGlassShader.uniforms.blurTexture.value = blurTextureTarget.texture;
|
|
261
|
-
frostedGlassShader.uniforms.maskTexture.value = maskTextureTarget.texture;
|
|
262
|
-
fsQuad.render(renderer, frostedGlassShader);
|
|
263
|
-
// 调试代码:直接输出模糊纹理
|
|
264
|
-
// renderer.setRenderTarget(originRenderTarget);
|
|
265
|
-
// renderer.clear();
|
|
266
|
-
// baseTextureToRenderShader.uniforms.tDiffuse.value = blurTextureTarget.texture;
|
|
267
|
-
// fsQuad.render(renderer, baseTextureToRenderShader);
|
|
268
|
-
// return;
|
|
269
|
-
// 调试代码:直接输出遮罩纹理
|
|
270
|
-
// renderer.setRenderTarget(originRenderTarget);
|
|
271
|
-
// renderer.clear();
|
|
272
|
-
// baseTextureToRenderShader.uniforms.tDiffuse.value = maskTextureTarget.texture;
|
|
273
|
-
// fsQuad.render(renderer, baseTextureToRenderShader);
|
|
274
|
-
// return;
|
|
275
|
-
}
|
|
250
|
+
});
|
|
251
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
252
|
+
renderer.clearDepth();
|
|
253
|
+
frostedGlassShader.uniforms.blurTexture.value = blurTextureTarget.texture;
|
|
254
|
+
frostedGlassShader.uniforms.maskTexture.value = maskTextureTarget.texture;
|
|
255
|
+
fsQuad.render(renderer, frostedGlassShader);
|
|
256
|
+
}
|