three-base 2.0.137 → 2.0.145
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 +2 -2
- package/DirectionalLight.js +1 -1
- package/DirectionalLight.ts +70 -0
- package/EventMap.d.ts +103 -0
- package/EventMap.js +17 -0
- package/EventMap.ts +139 -0
- package/EventMesh.ts +60 -0
- package/ExtrudeMesh.js +1 -25
- package/ExtrudeMesh.ts +553 -0
- package/FPScontrol.d.ts +448 -15
- package/FPScontrol.js +1448 -266
- package/FPScontrol.ts +1855 -0
- package/Fire/Fire.d.ts +4 -4
- package/Fire/Fire.js +8 -7
- package/Fire/Fire.ts +89 -0
- package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +2 -2
- package/Fire/{FireGromtry.js → FireGeometry.js} +1 -1
- package/Fire/FireGeometry.ts +40 -0
- package/Fire/FireMaterial.d.ts +3 -3
- package/Fire/FireMaterial.js +1 -1
- package/Fire/FireMaterial.ts +89 -0
- package/Fire/index.d.ts +1 -0
- package/Fire/index.js +1 -0
- 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 +2 -2
- package/Grass/Grass.ts +38 -0
- package/Grass/index.d.ts +1 -0
- package/Grass/index.js +1 -0
- package/Grass/index.ts +2 -0
- package/Ground1/Ground1.d.ts +2 -3
- package/Ground1/Ground1.js +64 -60
- package/Ground1/Ground1.ts +114 -0
- package/Ground1/index.ts +1 -0
- package/MeshBase.d.ts +1 -0
- package/MeshBase.js +37 -13
- package/MeshBase.ts +253 -0
- package/Mirror.d.ts +3 -3
- package/Mirror.js +7 -3
- package/Mirror.ts +203 -0
- package/MktMesh/MktMesh.d.ts +301 -0
- package/MktMesh/MktMesh.js +1064 -0
- package/MktMesh/MktMesh.ts +1096 -0
- package/MktMesh/assetUrl.d.ts +59 -0
- package/MktMesh/assetUrl.js +154 -0
- package/MktMesh/assetUrl.ts +155 -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.js +9 -2
- package/PipeMesh/PathGeometry.ts +343 -0
- package/PipeMesh/PathPoint.ts +36 -0
- package/PipeMesh/PathPointList.js +1 -0
- package/PipeMesh/PathPointList.ts +227 -0
- package/PipeMesh/PathTubeGeometry.ts +146 -0
- package/PipeMesh/PipeMesh.d.ts +1 -1
- package/PipeMesh/PipeMesh.js +1 -1
- package/PipeMesh/PipeMesh.ts +76 -0
- package/PipeMesh/index.ts +1 -0
- package/PlaneModal1/PlaneModal1.d.ts +16 -13
- package/PlaneModal1/PlaneModal1.js +4 -0
- package/PlaneModal1/PlaneModal1.ts +138 -0
- package/PlaneModal1/index.ts +1 -0
- package/PlaneText.d.ts +2 -14
- package/PlaneText.js +7 -2
- package/PlaneText.ts +55 -0
- package/PlaneWithHtml.d.ts +4 -2
- package/PlaneWithHtml.js +2 -1
- package/PlaneWithHtml.ts +70 -0
- package/PointLight/PointLight.d.ts +3 -4
- package/PointLight/PointLight.js +1 -7
- package/PointLight/PointLight.ts +67 -0
- package/PointLight/index.ts +1 -0
- package/README.md +110 -79
- package/Sky/Sky.ts +22 -0
- package/Sky/index.ts +1 -0
- package/SpotLight.d.ts +2 -2
- package/SpotLight.js +1 -1
- package/SpotLight.ts +74 -0
- package/SpriteModal1/SpriteModal1.d.ts +16 -13
- package/SpriteModal1/SpriteModal1.js +8 -2
- package/SpriteModal1/SpriteModal1.ts +146 -0
- package/SpriteModal1/index.ts +1 -0
- package/SpriteText.d.ts +14 -13
- package/SpriteText.js +22 -9
- package/SpriteText.ts +205 -0
- package/SpriteText2.d.ts +9 -8
- package/SpriteText2.js +57 -32
- 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 +4 -2
- package/SpriteWithHtml.ts +50 -0
- package/Text3D/Text3D.js +17 -21
- package/Text3D/Text3D.ts +77 -0
- package/Text3D/fontController.d.ts +10 -9
- package/Text3D/fontController.js +17 -50
- package/Text3D/fontController.ts +209 -0
- package/Text3D/index.ts +1 -0
- package/ThreeBase.d.ts +168 -31
- package/ThreeBase.js +663 -117
- package/ThreeBase.ts +1314 -0
- package/ThreeMouse.d.ts +20 -7
- package/ThreeMouse.js +78 -32
- package/ThreeMouse.ts +472 -0
- package/Transition.d.ts +12 -7
- package/Transition.js +26 -27
- package/Transition.ts +242 -0
- package/Water/Water.js +21 -3
- 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 +25 -167
- package/index.js +0 -1
- 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} +6 -7
- package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +36 -47
- 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 +29 -0
- package/{keyContorls.js → keyControls.js} +10 -7
- 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 +104 -25
- package/pass/bloom_pass.d.ts +1 -1
- package/pass/bloom_pass.js +127 -40
- package/pass/bloom_pass.ts +243 -0
- package/pass/cover_pass.d.ts +1 -1
- package/pass/cover_pass.js +55 -32
- 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 +1 -1
- package/pass/frosted_glass_pass.js +45 -64
- package/pass/frosted_glass_pass.ts +288 -0
- package/pass/fsQuad.d.ts +2 -2
- package/pass/fsQuad.ts +34 -0
- package/pass/glow_pass.d.ts +1 -1
- package/pass/glow_pass.js +288 -72
- 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 +78 -3
- package/pass/ssao_pass.js +642 -206
- package/pass/ssao_pass.ts +918 -0
- package/pass/stroke_pass.d.ts +1 -1
- package/pass/stroke_pass.js +187 -116
- package/pass/stroke_pass.ts +638 -0
- package/shaders/FXAAShaderMaterial.js +5 -48
- 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.js +46 -51
- package/shaders/baseTextureToRenderShader.ts +232 -0
- package/shaders/copyShader.js +2 -3
- 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 +8 -7
- package/threeLoader.js +58 -67
- package/threeLoader.ts +525 -0
- package/threeUtils.d.ts +2 -1
- package/threeUtils.js +24 -25
- 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/pass/emissive_ao_pass.d.ts +0 -13
- package/pass/emissive_ao_pass.js +0 -370
- package/shaders.d.ts +0 -5
- package/shaders.js +0 -93
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/*
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* @Author: xiaosihan
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* @Date: 2026-04-21 00:00:00
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2026-04-21 00:00:00
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*/
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import { DepthFormat, DepthTexture, LinearFilter, RGBAFormat, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget, WebGLRenderer, Camera, PerspectiveCamera, Mesh, Object3D } from "three";
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import fsQuad from "./fsQuad";
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import { debugDepthState } from "./debugDepthState";
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const maskTextureTarget: WebGLRenderTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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anisotropy: 16,
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});
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const blurTextureTarget: WebGLRenderTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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anisotropy: 16,
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});
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const tempBlurTextureTarget: WebGLRenderTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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anisotropy: 16,
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});
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// 选中对象的遮罩渲染目标 + 配套深度纹理 + 临时场景:模块级复用,避免每帧 new/dispose 造成 GC 抖动与
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// GPU 资源反复创建销毁(原先在函数内每帧 new 一个 WebGLRenderTarget + DepthTexture + Scene,开销大且不稳)。
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const selectDepthTexture: DepthTexture = new DepthTexture(1024, 1024);
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selectDepthTexture.format = DepthFormat;
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selectDepthTexture.type = UnsignedIntType;
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const selectTextureTarget: WebGLRenderTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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depthTexture: selectDepthTexture,
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});
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// 临时场景:仅用于把「毛玻璃对象」单独渲进 selectTextureTarget 做遮罩,常驻复用(不每帧 new)。
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const tempScene: Scene = new Scene();
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const size: Vector2 = new Vector2();
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const horizontalBlurShader: ShaderMaterial = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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h: { value: 1.0 / 512.0 },
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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 tDiffuse;
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uniform float h;
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varying vec2 vUv;
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void main() {
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vec4 sum = vec4( 0.0 );
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sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
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sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
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sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
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gl_FragColor = sum;
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}
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`,
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depthTest: false,
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depthWrite: false,
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transparent: true,
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});
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const verticalBlurShader: ShaderMaterial = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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v: { value: 1.0 / 512.0 },
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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 tDiffuse;
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uniform float v;
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varying vec2 vUv;
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void main() {
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vec4 sum = vec4( 0.0 );
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
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gl_FragColor = sum;
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}
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|
114
|
+
`,
|
|
115
|
+
depthTest: false,
|
|
116
|
+
depthWrite: false,
|
|
117
|
+
transparent: true,
|
|
118
|
+
});
|
|
119
|
+
|
|
120
|
+
const depthTestShader: ShaderMaterial = new ShaderMaterial({
|
|
121
|
+
uniforms: {
|
|
122
|
+
baseDepth: { value: null },
|
|
123
|
+
selectDepth: { value: null },
|
|
124
|
+
cameraFar: { value: 1000.0 },
|
|
125
|
+
},
|
|
126
|
+
vertexShader: `
|
|
127
|
+
${ShaderChunk.common}
|
|
128
|
+
${ShaderChunk.logdepthbuf_pars_vertex}
|
|
129
|
+
varying vec2 vUv;
|
|
130
|
+
void main() {
|
|
131
|
+
vUv = uv;
|
|
132
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
133
|
+
${ShaderChunk.logdepthbuf_vertex}
|
|
134
|
+
}
|
|
135
|
+
`,
|
|
136
|
+
fragmentShader: `
|
|
137
|
+
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
138
|
+
uniform sampler2D baseDepth;
|
|
139
|
+
uniform sampler2D selectDepth;
|
|
140
|
+
uniform float cameraFar;
|
|
141
|
+
varying vec2 vUv;
|
|
142
|
+
void main() {
|
|
143
|
+
float selectDepthValue = texture2D(selectDepth, vUv).r;
|
|
144
|
+
float baseDepthValue = texture2D(baseDepth, vUv).r;
|
|
145
|
+
// 对数深度反解为线性视图深度。
|
|
146
|
+
float zSel = pow(cameraFar + 1.0, selectDepthValue) - 1.0;
|
|
147
|
+
float zBase = pow(cameraFar + 1.0, baseDepthValue) - 1.0;
|
|
148
|
+
float bias = max(zSel, 1.0) * 0.0015;
|
|
149
|
+
// 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。
|
|
150
|
+
// ⚠️ 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;
|
|
151
|
+
// 而 frostedGlassShader 是全屏 fsQuad,只要 mask.a>=0.01 就输出 blurTexture
|
|
152
|
+
// → 整个场景被糊一层(表现为"开启毛玻璃后全场景变模糊")。
|
|
153
|
+
if (zSel >= cameraFar) {
|
|
154
|
+
discard;
|
|
155
|
+
}
|
|
156
|
+
// 毛玻璃为实体:丢弃被更近场景几何遮挡的部分
|
|
157
|
+
if (zSel > zBase + bias) {
|
|
158
|
+
discard;
|
|
159
|
+
}
|
|
160
|
+
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
161
|
+
${ShaderChunk.logdepthbuf_fragment}
|
|
162
|
+
}
|
|
163
|
+
`,
|
|
164
|
+
depthTest: true,
|
|
165
|
+
depthWrite: true,
|
|
166
|
+
transparent: true,
|
|
167
|
+
});
|
|
168
|
+
|
|
169
|
+
const frostedGlassShader: ShaderMaterial = new ShaderMaterial({
|
|
170
|
+
uniforms: {
|
|
171
|
+
blurTexture: { value: null },
|
|
172
|
+
maskTexture: { value: null },
|
|
173
|
+
},
|
|
174
|
+
vertexShader: `
|
|
175
|
+
varying vec2 vUv;
|
|
176
|
+
void main() {
|
|
177
|
+
vUv = uv;
|
|
178
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
179
|
+
}
|
|
180
|
+
`,
|
|
181
|
+
fragmentShader: `
|
|
182
|
+
uniform sampler2D blurTexture;
|
|
183
|
+
uniform sampler2D maskTexture;
|
|
184
|
+
varying vec2 vUv;
|
|
185
|
+
|
|
186
|
+
void main() {
|
|
187
|
+
vec4 mask = texture2D(maskTexture, vUv);
|
|
188
|
+
|
|
189
|
+
if(mask.a < 0.01){
|
|
190
|
+
discard;
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
// 后处理全程在线性空间处理:blurTexture 来自 baseRenderTarget(线性格式,RawShaderMaterial
|
|
194
|
+
// 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,
|
|
195
|
+
// 由终处理 baseTextureToRenderShader 统一做唯一的 sRGB 编码。切勿在此手动 sRGBTransferOETF,
|
|
196
|
+
// 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。
|
|
197
|
+
gl_FragColor = texture2D(blurTexture, vUv);
|
|
198
|
+
}
|
|
199
|
+
`,
|
|
200
|
+
depthTest: true,
|
|
201
|
+
depthWrite: true,
|
|
202
|
+
transparent: false,
|
|
203
|
+
});
|
|
204
|
+
|
|
205
|
+
export default function frosted_glass_pass(
|
|
206
|
+
renderer: WebGLRenderer,
|
|
207
|
+
camera: Camera,
|
|
208
|
+
scene: Scene,
|
|
209
|
+
baseRenderTarget: WebGLRenderTarget,
|
|
210
|
+
baseDepthTexture: DepthTexture,
|
|
211
|
+
devicePixelRatio: number
|
|
212
|
+
): void {
|
|
213
|
+
const enabledObjects: Mesh[] = [];
|
|
214
|
+
scene.traverseVisible((obj: Object3D) => {
|
|
215
|
+
if ((obj.userData as { frosted_glass_enable?: boolean }).frosted_glass_enable && (obj as Mesh).isMesh) {
|
|
216
|
+
enabledObjects.push(obj as Mesh);
|
|
217
|
+
}
|
|
218
|
+
});
|
|
219
|
+
|
|
220
|
+
if (enabledObjects.length === 0) {
|
|
221
|
+
return;
|
|
222
|
+
}
|
|
223
|
+
|
|
224
|
+
const originRenderTarget = renderer.getRenderTarget();
|
|
225
|
+
|
|
226
|
+
// 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
|
|
227
|
+
// 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
|
|
228
|
+
renderer.getSize(size);
|
|
229
|
+
size.multiplyScalar(devicePixelRatio);
|
|
230
|
+
maskTextureTarget.setSize(size.x, size.y);
|
|
231
|
+
blurTextureTarget.setSize(size.x, size.y);
|
|
232
|
+
tempBlurTextureTarget.setSize(size.x, size.y);
|
|
233
|
+
selectTextureTarget.setSize(size.x, size.y);
|
|
234
|
+
|
|
235
|
+
renderer.setRenderTarget(tempBlurTextureTarget);
|
|
236
|
+
renderer.clear();
|
|
237
|
+
horizontalBlurShader.uniforms.tDiffuse.value = baseRenderTarget.texture;
|
|
238
|
+
horizontalBlurShader.uniforms.h.value = 2.5 / size.x;
|
|
239
|
+
fsQuad.render(renderer, horizontalBlurShader);
|
|
240
|
+
|
|
241
|
+
renderer.setRenderTarget(blurTextureTarget);
|
|
242
|
+
renderer.clear();
|
|
243
|
+
verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
|
|
244
|
+
verticalBlurShader.uniforms.v.value = 2.5 / size.y;
|
|
245
|
+
fsQuad.render(renderer, verticalBlurShader);
|
|
246
|
+
|
|
247
|
+
renderer.setRenderTarget(tempBlurTextureTarget);
|
|
248
|
+
renderer.clear();
|
|
249
|
+
horizontalBlurShader.uniforms.tDiffuse.value = blurTextureTarget.texture;
|
|
250
|
+
horizontalBlurShader.uniforms.h.value = 2.0 / size.x;
|
|
251
|
+
fsQuad.render(renderer, horizontalBlurShader);
|
|
252
|
+
|
|
253
|
+
renderer.setRenderTarget(blurTextureTarget);
|
|
254
|
+
renderer.clear();
|
|
255
|
+
verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
|
|
256
|
+
verticalBlurShader.uniforms.v.value = 2.0 / size.y;
|
|
257
|
+
fsQuad.render(renderer, verticalBlurShader);
|
|
258
|
+
|
|
259
|
+
const parents: (Object3D | null)[] = enabledObjects.map(obj => obj.parent);
|
|
260
|
+
|
|
261
|
+
// selectTextureTarget / selectDepthTexture / tempScene 已在模块级复用,仅跟随主画面尺寸 resize,不每帧 new。
|
|
262
|
+
enabledObjects.forEach(obj => tempScene.add(obj));
|
|
263
|
+
|
|
264
|
+
renderer.setRenderTarget(selectTextureTarget);
|
|
265
|
+
renderer.clear();
|
|
266
|
+
renderer.render(tempScene, camera);
|
|
267
|
+
// 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
|
|
268
|
+
debugDepthState.lastSelectDepth = selectDepthTexture;
|
|
269
|
+
|
|
270
|
+
renderer.setRenderTarget(maskTextureTarget);
|
|
271
|
+
renderer.clear();
|
|
272
|
+
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
273
|
+
depthTestShader.uniforms.selectDepth.value = selectTextureTarget.depthTexture;
|
|
274
|
+
depthTestShader.uniforms.cameraFar.value = (camera as PerspectiveCamera).far;
|
|
275
|
+
fsQuad.render(renderer, depthTestShader);
|
|
276
|
+
|
|
277
|
+
enabledObjects.forEach((obj, i: number) => {
|
|
278
|
+
if (parents[i]) {
|
|
279
|
+
parents[i]!.add(obj);
|
|
280
|
+
}
|
|
281
|
+
});
|
|
282
|
+
|
|
283
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
284
|
+
renderer.clearDepth();
|
|
285
|
+
frostedGlassShader.uniforms.blurTexture.value = blurTextureTarget.texture;
|
|
286
|
+
frostedGlassShader.uniforms.maskTexture.value = maskTextureTarget.texture;
|
|
287
|
+
fsQuad.render(renderer, frostedGlassShader);
|
|
288
|
+
}
|
package/pass/fsQuad.d.ts
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
import { BufferGeometry, Material, Mesh, OrthographicCamera, Scene, WebGLRenderer } from "three";
|
|
1
|
+
import { BufferGeometry, Material, Mesh, NormalBufferAttributes, Object3DEventMap, OrthographicCamera, Scene, WebGLRenderer } from "three";
|
|
2
2
|
declare class FullScreenQuad extends Scene {
|
|
3
3
|
constructor();
|
|
4
|
-
mesh: Mesh<BufferGeometry<
|
|
4
|
+
mesh: Mesh<BufferGeometry<NormalBufferAttributes>, Material, Object3DEventMap>;
|
|
5
5
|
orthographicCamera: OrthographicCamera;
|
|
6
6
|
render(renderer: WebGLRenderer, material: Material): void;
|
|
7
7
|
}
|
package/pass/fsQuad.ts
ADDED
|
@@ -0,0 +1,34 @@
|
|
|
1
|
+
/*
|
|
2
|
+
* @Author: xiaosihan
|
|
3
|
+
* @Date: 2023-05-09 01:36:35
|
|
4
|
+
* @Last Modified by: xiaosihan
|
|
5
|
+
* @Last Modified time: 2025-01-28 04:04:33
|
|
6
|
+
*/
|
|
7
|
+
import { BufferGeometry, Float32BufferAttribute, Material, Mesh, MeshBasicMaterial, NormalBufferAttributes, Object3DEventMap, OrthographicCamera, Scene, WebGLRenderer } from "three";
|
|
8
|
+
|
|
9
|
+
class FullScreenQuad extends Scene {
|
|
10
|
+
constructor() {
|
|
11
|
+
super();
|
|
12
|
+
}
|
|
13
|
+
|
|
14
|
+
mesh: Mesh<BufferGeometry<NormalBufferAttributes>, Material, Object3DEventMap> = (() => {
|
|
15
|
+
const geometry = new BufferGeometry();
|
|
16
|
+
geometry.setAttribute("position", new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
|
|
17
|
+
geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
|
|
18
|
+
const mesh = new Mesh(geometry, new MeshBasicMaterial());
|
|
19
|
+
this.add(mesh);
|
|
20
|
+
return mesh;
|
|
21
|
+
})();
|
|
22
|
+
|
|
23
|
+
orthographicCamera: OrthographicCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
|
|
24
|
+
|
|
25
|
+
render(renderer: WebGLRenderer, material: Material): void {
|
|
26
|
+
this.mesh.material = material;
|
|
27
|
+
renderer.render(this, this.orthographicCamera);
|
|
28
|
+
}
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
// 创建一个渲染工具 用于处理纹理
|
|
32
|
+
const fsQuad: FullScreenQuad = new FullScreenQuad(); // 渲染辅助器
|
|
33
|
+
|
|
34
|
+
export default fsQuad;
|
package/pass/glow_pass.d.ts
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
|
|
2
2
|
export default function glow_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
|