three-base 2.0.137 → 2.0.145

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Files changed (273) hide show
  1. package/DirectionalLight.d.ts +2 -2
  2. package/DirectionalLight.js +1 -1
  3. package/DirectionalLight.ts +70 -0
  4. package/EventMap.d.ts +103 -0
  5. package/EventMap.js +17 -0
  6. package/EventMap.ts +139 -0
  7. package/EventMesh.ts +60 -0
  8. package/ExtrudeMesh.js +1 -25
  9. package/ExtrudeMesh.ts +553 -0
  10. package/FPScontrol.d.ts +448 -15
  11. package/FPScontrol.js +1448 -266
  12. package/FPScontrol.ts +1855 -0
  13. package/Fire/Fire.d.ts +4 -4
  14. package/Fire/Fire.js +8 -7
  15. package/Fire/Fire.ts +89 -0
  16. package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +2 -2
  17. package/Fire/{FireGromtry.js → FireGeometry.js} +1 -1
  18. package/Fire/FireGeometry.ts +40 -0
  19. package/Fire/FireMaterial.d.ts +3 -3
  20. package/Fire/FireMaterial.js +1 -1
  21. package/Fire/FireMaterial.ts +89 -0
  22. package/Fire/index.d.ts +1 -0
  23. package/Fire/index.js +1 -0
  24. package/Fire/index.ts +2 -0
  25. package/GLTFDracoLoader.d.ts +71 -0
  26. package/GLTFDracoLoader.js +266 -0
  27. package/GLTFDracoLoader.ts +430 -0
  28. package/Grass/Grass.d.ts +2 -2
  29. package/Grass/Grass.ts +38 -0
  30. package/Grass/index.d.ts +1 -0
  31. package/Grass/index.js +1 -0
  32. package/Grass/index.ts +2 -0
  33. package/Ground1/Ground1.d.ts +2 -3
  34. package/Ground1/Ground1.js +64 -60
  35. package/Ground1/Ground1.ts +114 -0
  36. package/Ground1/index.ts +1 -0
  37. package/MeshBase.d.ts +1 -0
  38. package/MeshBase.js +37 -13
  39. package/MeshBase.ts +253 -0
  40. package/Mirror.d.ts +3 -3
  41. package/Mirror.js +7 -3
  42. package/Mirror.ts +203 -0
  43. package/MktMesh/MktMesh.d.ts +301 -0
  44. package/MktMesh/MktMesh.js +1064 -0
  45. package/MktMesh/MktMesh.ts +1096 -0
  46. package/MktMesh/assetUrl.d.ts +59 -0
  47. package/MktMesh/assetUrl.js +154 -0
  48. package/MktMesh/assetUrl.ts +155 -0
  49. package/MktMesh/mktMappingShader.d.ts +12 -0
  50. package/MktMesh/mktMappingShader.js +139 -0
  51. package/MktMesh/mktMappingShader.ts +139 -0
  52. package/MktMesh/mktShader.d.ts +263 -0
  53. package/MktMesh/mktShader.js +1248 -0
  54. package/MktMesh/mktShader.ts +1344 -0
  55. package/MktMesh/panoBitmapTexture.d.ts +25 -0
  56. package/MktMesh/panoBitmapTexture.js +52 -0
  57. package/MktMesh/panoBitmapTexture.ts +54 -0
  58. package/MktMesh/panoSlotBind.d.ts +29 -0
  59. package/MktMesh/panoSlotBind.js +106 -0
  60. package/MktMesh/panoSlotBind.ts +153 -0
  61. package/MktMesh/panoSlotRoster.d.ts +22 -0
  62. package/MktMesh/panoSlotRoster.js +169 -0
  63. package/MktMesh/panoSlotRoster.ts +168 -0
  64. package/MktMesh/panoTileStitcher.d.ts +119 -0
  65. package/MktMesh/panoTileStitcher.js +533 -0
  66. package/MktMesh/panoTileStitcher.ts +616 -0
  67. package/MktMesh/types.d.ts +75 -0
  68. package/MktMesh/types.js +1 -0
  69. package/MktMesh/types.ts +87 -0
  70. package/MktMesh/wallCapTessellate.d.ts +33 -0
  71. package/MktMesh/wallCapTessellate.js +97 -0
  72. package/MktMesh/wallCapTessellate.ts +68 -0
  73. package/PipeMesh/PathGeometry.js +9 -2
  74. package/PipeMesh/PathGeometry.ts +343 -0
  75. package/PipeMesh/PathPoint.ts +36 -0
  76. package/PipeMesh/PathPointList.js +1 -0
  77. package/PipeMesh/PathPointList.ts +227 -0
  78. package/PipeMesh/PathTubeGeometry.ts +146 -0
  79. package/PipeMesh/PipeMesh.d.ts +1 -1
  80. package/PipeMesh/PipeMesh.js +1 -1
  81. package/PipeMesh/PipeMesh.ts +76 -0
  82. package/PipeMesh/index.ts +1 -0
  83. package/PlaneModal1/PlaneModal1.d.ts +16 -13
  84. package/PlaneModal1/PlaneModal1.js +4 -0
  85. package/PlaneModal1/PlaneModal1.ts +138 -0
  86. package/PlaneModal1/index.ts +1 -0
  87. package/PlaneText.d.ts +2 -14
  88. package/PlaneText.js +7 -2
  89. package/PlaneText.ts +55 -0
  90. package/PlaneWithHtml.d.ts +4 -2
  91. package/PlaneWithHtml.js +2 -1
  92. package/PlaneWithHtml.ts +70 -0
  93. package/PointLight/PointLight.d.ts +3 -4
  94. package/PointLight/PointLight.js +1 -7
  95. package/PointLight/PointLight.ts +67 -0
  96. package/PointLight/index.ts +1 -0
  97. package/README.md +110 -79
  98. package/Sky/Sky.ts +22 -0
  99. package/Sky/index.ts +1 -0
  100. package/SpotLight.d.ts +2 -2
  101. package/SpotLight.js +1 -1
  102. package/SpotLight.ts +74 -0
  103. package/SpriteModal1/SpriteModal1.d.ts +16 -13
  104. package/SpriteModal1/SpriteModal1.js +8 -2
  105. package/SpriteModal1/SpriteModal1.ts +146 -0
  106. package/SpriteModal1/index.ts +1 -0
  107. package/SpriteText.d.ts +14 -13
  108. package/SpriteText.js +22 -9
  109. package/SpriteText.ts +205 -0
  110. package/SpriteText2.d.ts +9 -8
  111. package/SpriteText2.js +57 -32
  112. package/SpriteText2.ts +258 -0
  113. package/SpriteText3.d.ts +86 -0
  114. package/SpriteText3.js +519 -0
  115. package/SpriteText3.ts +599 -0
  116. package/SpriteWithHtml.d.ts +4 -2
  117. package/SpriteWithHtml.ts +50 -0
  118. package/Text3D/Text3D.js +17 -21
  119. package/Text3D/Text3D.ts +77 -0
  120. package/Text3D/fontController.d.ts +10 -9
  121. package/Text3D/fontController.js +17 -50
  122. package/Text3D/fontController.ts +209 -0
  123. package/Text3D/index.ts +1 -0
  124. package/ThreeBase.d.ts +168 -31
  125. package/ThreeBase.js +663 -117
  126. package/ThreeBase.ts +1314 -0
  127. package/ThreeMouse.d.ts +20 -7
  128. package/ThreeMouse.js +78 -32
  129. package/ThreeMouse.ts +472 -0
  130. package/Transition.d.ts +12 -7
  131. package/Transition.js +26 -27
  132. package/Transition.ts +242 -0
  133. package/Water/Water.js +21 -3
  134. package/Water/Water.ts +45 -0
  135. package/Water/index.d.ts +2 -0
  136. package/Water/index.js +2 -0
  137. package/Water/index.ts +2 -0
  138. package/WaterFlow/FloatingDuck.d.ts +88 -0
  139. package/WaterFlow/FloatingDuck.js +307 -0
  140. package/WaterFlow/FloatingDuck.ts +445 -0
  141. package/WaterFlow/GPUFluidSimulation.d.ts +56 -0
  142. package/WaterFlow/GPUFluidSimulation.js +785 -0
  143. package/WaterFlow/GPUFluidSimulation.ts +827 -0
  144. package/WaterFlow/ReservoirSystem.d.ts +106 -0
  145. package/WaterFlow/ReservoirSystem.js +621 -0
  146. package/WaterFlow/ReservoirSystem.ts +754 -0
  147. package/WaterFlow/SPHField.d.ts +35 -0
  148. package/WaterFlow/SPHField.js +204 -0
  149. package/WaterFlow/SPHField.ts +228 -0
  150. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -0
  151. package/WaterFlow/ScreenSpaceFluidPass.js +736 -0
  152. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -0
  153. package/WaterFlow/ShallowWaterSurface.d.ts +45 -0
  154. package/WaterFlow/ShallowWaterSurface.js +441 -0
  155. package/WaterFlow/ShallowWaterSurface.ts +510 -0
  156. package/WaterFlow/WaterFlow.d.ts +87 -0
  157. package/WaterFlow/WaterFlow.js +171 -0
  158. package/WaterFlow/WaterFlow.ts +219 -0
  159. package/WaterFlow/types.d.ts +161 -0
  160. package/WaterFlow/types.js +1 -0
  161. package/WaterFlow/types.ts +189 -0
  162. package/WaterFlow/waterFlowPass.d.ts +3 -0
  163. package/WaterFlow/waterFlowPass.js +20 -0
  164. package/WaterFlow/waterFlowPass.ts +40 -0
  165. package/collisionOBB.d.ts +42 -0
  166. package/collisionOBB.js +112 -0
  167. package/collisionOBB.ts +108 -0
  168. package/declare.d.ts +25 -167
  169. package/index.js +0 -1
  170. package/index.ts +1 -0
  171. package/instanced/InstancedBatch.d.ts +57 -0
  172. package/instanced/InstancedBatch.js +348 -0
  173. package/instanced/InstancedBatch.ts +406 -0
  174. package/instanced/InstancedChild.d.ts +174 -0
  175. package/instanced/InstancedChild.js +264 -0
  176. package/instanced/InstancedChild.ts +327 -0
  177. package/instanced/InstancedGroup.d.ts +43 -0
  178. package/instanced/InstancedGroup.js +126 -0
  179. package/instanced/InstancedGroup.ts +137 -0
  180. package/{InstancedMeshBase.d.ts → instanced/InstancedMeshBase.d.ts} +6 -7
  181. package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +36 -47
  182. package/instanced/InstancedMeshBase.ts +292 -0
  183. package/instanced/InstancedTemplate.d.ts +46 -0
  184. package/instanced/InstancedTemplate.js +125 -0
  185. package/instanced/InstancedTemplate.ts +188 -0
  186. package/keyControls.d.ts +29 -0
  187. package/{keyContorls.js → keyControls.js} +10 -7
  188. package/keyControls.ts +107 -0
  189. package/lensflare/LensFlare.d.ts +39 -0
  190. package/lensflare/LensFlare.js +373 -0
  191. package/lensflare/LensFlare.ts +448 -0
  192. package/lensflare/lensflare0.png +0 -0
  193. package/lensflare/lensflare3.png +0 -0
  194. package/lensflare/lensflare_custom.png +0 -0
  195. package/lensflare/lensflare_hex_ghost.png +0 -0
  196. package/lensflare/lensflare_hex_main.png +0 -0
  197. package/package.json +104 -25
  198. package/pass/bloom_pass.d.ts +1 -1
  199. package/pass/bloom_pass.js +127 -40
  200. package/pass/bloom_pass.ts +243 -0
  201. package/pass/cover_pass.d.ts +1 -1
  202. package/pass/cover_pass.js +55 -32
  203. package/pass/cover_pass.ts +182 -0
  204. package/pass/debugDepthState.d.ts +20 -0
  205. package/pass/debugDepthState.js +9 -0
  206. package/pass/debugDepthState.ts +22 -0
  207. package/pass/depthTestBias.d.ts +12 -0
  208. package/pass/depthTestBias.js +12 -0
  209. package/pass/depthTestBias.ts +12 -0
  210. package/pass/effectUserData.d.ts +27 -0
  211. package/pass/effectUserData.js +1 -0
  212. package/pass/effectUserData.ts +46 -0
  213. package/pass/frosted_glass_pass.d.ts +1 -1
  214. package/pass/frosted_glass_pass.js +45 -64
  215. package/pass/frosted_glass_pass.ts +288 -0
  216. package/pass/fsQuad.d.ts +2 -2
  217. package/pass/fsQuad.ts +34 -0
  218. package/pass/glow_pass.d.ts +1 -1
  219. package/pass/glow_pass.js +288 -72
  220. package/pass/glow_pass.ts +654 -0
  221. package/pass/screen_bloom_pass.d.ts +11 -0
  222. package/pass/screen_bloom_pass.js +235 -0
  223. package/pass/screen_bloom_pass.ts +263 -0
  224. package/pass/ssao_pass.d.ts +78 -3
  225. package/pass/ssao_pass.js +642 -206
  226. package/pass/ssao_pass.ts +918 -0
  227. package/pass/stroke_pass.d.ts +1 -1
  228. package/pass/stroke_pass.js +187 -116
  229. package/pass/stroke_pass.ts +638 -0
  230. package/shaders/FXAAShaderMaterial.js +5 -48
  231. package/shaders/FXAAShaderMaterial.ts +201 -0
  232. package/shaders/baseDepthVisShader.d.ts +11 -0
  233. package/shaders/baseDepthVisShader.js +36 -0
  234. package/shaders/baseDepthVisShader.ts +36 -0
  235. package/shaders/baseTextureToRenderShader.js +46 -51
  236. package/shaders/baseTextureToRenderShader.ts +232 -0
  237. package/shaders/copyShader.js +2 -3
  238. package/shaders/copyShader.ts +32 -0
  239. package/shaders/debugDepthCompareShader.d.ts +14 -0
  240. package/shaders/debugDepthCompareShader.js +49 -0
  241. package/shaders/debugDepthCompareShader.ts +50 -0
  242. package/shaders/debugDepthJudgeShader.d.ts +18 -0
  243. package/shaders/debugDepthJudgeShader.js +52 -0
  244. package/shaders/debugDepthJudgeShader.ts +54 -0
  245. package/shaders/debugExcludedShader.d.ts +13 -0
  246. package/shaders/debugExcludedShader.js +46 -0
  247. package/shaders/debugExcludedShader.ts +48 -0
  248. package/spriteTextBg.d.ts +1 -0
  249. package/spriteTextBg.js +20 -0
  250. package/spriteTextBg.ts +20 -0
  251. package/threeLoader.d.ts +8 -7
  252. package/threeLoader.js +58 -67
  253. package/threeLoader.ts +525 -0
  254. package/threeUtils.d.ts +2 -1
  255. package/threeUtils.js +24 -25
  256. package/threeUtils.ts +373 -0
  257. package/types.d.ts +2 -0
  258. package/types.js +6 -0
  259. package/types.ts +8 -0
  260. package/ApngTexture.d.ts +0 -13
  261. package/ApngTexture.js +0 -61
  262. package/ApngTextureManage.d.ts +0 -18
  263. package/ApngTextureManage.js +0 -87
  264. package/KeyFrameAnimation.d.ts +0 -25
  265. package/KeyFrameAnimation.js +0 -78
  266. package/keyContorls.d.ts +0 -25
  267. package/lib/draco/draco_decoder.js +0 -34
  268. package/lib/draco/draco_decoder.wasm +0 -0
  269. package/lib/draco/draco_wasm_wrapper.js +0 -117
  270. package/pass/emissive_ao_pass.d.ts +0 -13
  271. package/pass/emissive_ao_pass.js +0 -370
  272. package/shaders.d.ts +0 -5
  273. package/shaders.js +0 -93
package/pass/glow_pass.js CHANGED
@@ -4,50 +4,75 @@
4
4
  * @Last Modified by: xiaosihan
5
5
  * @Last Modified time: 2025-01-28 04:13:16
6
6
  */
7
- import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedShortType, Vector2, WebGLRenderTarget, } from "three";
7
+ import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, AdditiveBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
8
8
  import fsQuad from "./fsQuad";
9
- // 选中对象的深度纹理
9
+ import { debugDepthState } from "./debugDepthState";
10
10
  const selectDepthTexture = (() => {
11
- const baseDepthTexture = new DepthTexture(4096, 4096);
11
+ const baseDepthTexture = new DepthTexture(1024, 1024);
12
12
  baseDepthTexture.format = DepthFormat;
13
- baseDepthTexture.type = UnsignedShortType;
13
+ baseDepthTexture.type = UnsignedIntType;
14
14
  baseDepthTexture.anisotropy = 16;
15
15
  return baseDepthTexture;
16
16
  })();
17
- // 选中对象的纹理
18
- const selectTextureTarget = new WebGLRenderTarget(512, 512, {
17
+ const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
18
+ minFilter: LinearFilter,
19
+ magFilter: LinearFilter,
20
+ format: RGBAFormat,
21
+ anisotropy: 16,
22
+ // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
23
+ // 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,辉光边缘锯齿。
24
+ // 边缘抗锯齿统一由 mask 内部 FXAA + 终处理 FXAA 兜底。
25
+ });
26
+ // 无 MSAA 的深度专用目标:仅用于导出对象深度,供 depthTestShader 做遮挡判定(深度无需抗锯齿)
27
+ const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
19
28
  minFilter: LinearFilter,
20
29
  magFilter: LinearFilter,
21
30
  format: RGBAFormat,
22
31
  depthTexture: selectDepthTexture,
23
32
  anisotropy: 16,
24
33
  });
25
- // 深度测试后的选中纹理
26
- const selectDethpTestTextureTarget = new WebGLRenderTarget(512, 512, {
34
+ const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
27
35
  minFilter: LinearFilter,
28
36
  magFilter: LinearFilter,
29
37
  format: RGBAFormat,
30
38
  anisotropy: 16,
39
+ // 无 MSAA:深度测试 mask 无需抗锯齿,去掉以提速
40
+ });
41
+ const blur1TextureTarget = new WebGLRenderTarget(1024, 1024, {
42
+ minFilter: LinearFilter,
43
+ magFilter: LinearFilter,
44
+ format: RGBAFormat,
45
+ });
46
+ const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, {
47
+ minFilter: LinearFilter,
48
+ magFilter: LinearFilter,
49
+ format: RGBAFormat,
31
50
  });
32
- // 由于不能同时读写自己的纹理
33
- const blur1TextureTarget = new WebGLRenderTarget(512, 512, {
51
+ // 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随 mask 一起外扩,
52
+ // 外扩区取邻域最近深度(忽略背景 1.0),使外扩区 selD<1.0,depthTest 才能正确判遮挡(不漏光)。
53
+ const selectDepthBlurTmpTextureTarget = new WebGLRenderTarget(1024, 1024, {
34
54
  minFilter: LinearFilter,
35
55
  magFilter: LinearFilter,
36
56
  format: RGBAFormat,
37
57
  });
38
- // 所以需要用2个模糊纹理相互读写
39
- const blur2TextureTarget = new WebGLRenderTarget(512, 512, {
58
+ const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, {
59
+ minFilter: LinearFilter,
60
+ magFilter: LinearFilter,
61
+ format: RGBAFormat,
62
+ });
63
+ // 外扩辉光经深度测试后的结果(步骤 5.6):独立 target,避免回写 blur1 触发历史回归 bug
64
+ const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
40
65
  minFilter: LinearFilter,
41
66
  magFilter: LinearFilter,
42
67
  format: RGBAFormat,
43
68
  });
44
69
  const size = new Vector2();
45
- //深度比对纹理
46
70
  const depthTestShader = new ShaderMaterial({
47
71
  uniforms: {
48
- map: { value: null }, // 贴图纹理
49
- baseDepth: { value: null }, // 整个场景的深度纹理
50
- selectDepth: { value: null }, // 选中的对象深度纹理
72
+ map: { value: null },
73
+ baseDepth: { value: null },
74
+ selectDepth: { value: null },
75
+ cameraFar: { value: 1000.0 },
51
76
  },
52
77
  vertexShader: `
53
78
  ${ShaderChunk.common}
@@ -64,24 +89,30 @@ const depthTestShader = new ShaderMaterial({
64
89
  uniform sampler2D map;
65
90
  uniform sampler2D baseDepth;
66
91
  uniform sampler2D selectDepth;
92
+ uniform float cameraFar;
67
93
  varying vec2 vUv;
68
94
  void main() {
69
- if(texture2D(baseDepth, vUv).r < texture2D(selectDepth, vUv).r){
70
- discard;
71
- }
72
- if(texture2D(baseDepth, vUv).r == 1.0){
95
+ float baseD = texture2D(baseDepth, vUv).r;
96
+ float selD = texture2D(selectDepth, vUv).r;
97
+ // 参考手写版 a27bdea 的朴素对数深度比对:DepthTexture 存对数深度,「更小=更近」,
98
+ // base 比 select 更近即被真实场景遮挡 → discard。背景像素 base≈1.0 不小于物体 selD(<1.0)
99
+ // → 不丢弃,浮空物体辉光正常显示(不整片吃掉)。加极小对数容差 bias(≈0.0006) 防
100
+ // 自身像素浮点 z-fit 锯齿;真实更近物体深度差远大于此,不受影响。用二值 discard 而非
101
+ // 软遮挡:相交场景 base 深度在地板/物体间亚像素抖,软遮挡半透明渐隐边缘一抖就明显闪,
102
+ // 二值硬边界经后续 blur + FXAA 柔化更干净。
103
+ const float bias = 0.0006;
104
+ if (baseD < selD - bias) {
73
105
  discard;
74
106
  }
75
107
  gl_FragColor = texture2D(map, vUv);
76
108
  ${ShaderChunk.logdepthbuf_fragment}
77
109
  }
78
110
  `,
79
- blending: NoBlending, // 渲染时不与背景融合计算 直接替换
111
+ blending: NoBlending,
80
112
  depthTest: true,
81
113
  depthWrite: true,
82
114
  transparent: true,
83
115
  });
84
- // 高斯模糊着色器 - 水平方向
85
116
  const gaussianBlurHShader = new RawShaderMaterial({
86
117
  uniforms: {
87
118
  tDiffuse: { value: null },
@@ -107,7 +138,6 @@ const gaussianBlurHShader = new RawShaderMaterial({
107
138
  uniform float sigma;
108
139
  varying vec2 vUv;
109
140
 
110
- // 高斯函数
111
141
  float gaussian(float x, float sigma) {
112
142
  return exp(-(x * x) / (2.0 * sigma * sigma));
113
143
  }
@@ -116,7 +146,6 @@ const gaussianBlurHShader = new RawShaderMaterial({
116
146
  vec4 color = vec4(0.0);
117
147
  float totalWeight = 0.0;
118
148
 
119
- // 计算高斯权重
120
149
  for (int i = -10; i <= 10; i++) {
121
150
  float x = float(i);
122
151
  float weight = gaussian(x, sigma);
@@ -132,7 +161,6 @@ const gaussianBlurHShader = new RawShaderMaterial({
132
161
  depthWrite: false,
133
162
  transparent: true,
134
163
  });
135
- // 高斯模糊着色器 - 垂直方向
136
164
  const gaussianBlurVShader = new RawShaderMaterial({
137
165
  uniforms: {
138
166
  tDiffuse: { value: null },
@@ -158,7 +186,6 @@ const gaussianBlurVShader = new RawShaderMaterial({
158
186
  uniform float sigma;
159
187
  varying vec2 vUv;
160
188
 
161
- // 高斯函数
162
189
  float gaussian(float x, float sigma) {
163
190
  return exp(-(x * x) / (2.0 * sigma * sigma));
164
191
  }
@@ -167,7 +194,6 @@ const gaussianBlurVShader = new RawShaderMaterial({
167
194
  vec4 color = vec4(0.0);
168
195
  float totalWeight = 0.0;
169
196
 
170
- // 计算高斯权重
171
197
  for (int i = -10; i <= 10; i++) {
172
198
  float y = float(i);
173
199
  float weight = gaussian(y, sigma);
@@ -183,13 +209,59 @@ const gaussianBlurVShader = new RawShaderMaterial({
183
209
  depthWrite: false,
184
210
  transparent: true,
185
211
  });
186
- // 发光合成着色器
212
+ // 深度 min-blur(最近深度,忽略背景 1.0):随 mask 一起把深度图向外扩,
213
+ // 外扩区 selD = 物体最近深度(<1.0) 而非清屏 1.0,depthTest 在外扩区才能正确判遮挡(不漏光),
214
+ // 同时本体区仍靠 depthTestShader 的 EPSILON 容差防自遮挡闪烁(无缝)。separable(direction 控制 H/V)。
215
+ const depthMinBlurShader = new ShaderMaterial({
216
+ uniforms: {
217
+ tDepth: { value: null },
218
+ resolution: { value: new Vector2(1 / 512, 1 / 512) },
219
+ radius: { value: 1.0 },
220
+ direction: { value: new Vector2(1, 0) },
221
+ },
222
+ vertexShader: `
223
+ ${ShaderChunk.common}
224
+ ${ShaderChunk.logdepthbuf_pars_vertex}
225
+ varying vec2 vUv;
226
+ void main() {
227
+ vUv = uv;
228
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
229
+ ${ShaderChunk.logdepthbuf_vertex}
230
+ }
231
+ `,
232
+ fragmentShader: `
233
+ ${ShaderChunk.logdepthbuf_pars_fragment}
234
+ uniform sampler2D tDepth;
235
+ uniform vec2 resolution;
236
+ uniform float radius;
237
+ uniform vec2 direction;
238
+ varying vec2 vUv;
239
+ void main() {
240
+ float minD = 1.0;
241
+ for (int i = -10; i <= 10; i++) {
242
+ float x = float(i);
243
+ vec2 off = direction * (x * radius * resolution);
244
+ float d = texture2D(tDepth, vUv + off).r;
245
+ if (d < 0.9999) {
246
+ minD = min(minD, d);
247
+ }
248
+ }
249
+ gl_FragColor = vec4(minD, 0.0, 0.0, 1.0);
250
+ ${ShaderChunk.logdepthbuf_fragment}
251
+ }
252
+ `,
253
+ blending: NoBlending,
254
+ depthTest: false,
255
+ depthWrite: false,
256
+ transparent: true,
257
+ });
187
258
  const glowCompositeShader = new RawShaderMaterial({
188
259
  uniforms: {
189
260
  tDiffuse: { value: null },
190
261
  color: { value: new Color("#0f0") },
191
262
  opacity: { value: 1.0 },
192
263
  threshold: { value: 0.0 },
264
+ intensity: { value: 1.0 },
193
265
  },
194
266
  vertexShader: `
195
267
  attribute vec3 position;
@@ -207,29 +279,129 @@ const glowCompositeShader = new RawShaderMaterial({
207
279
  uniform vec3 color;
208
280
  uniform float opacity;
209
281
  uniform float threshold;
282
+ uniform float intensity;
210
283
  varying vec2 vUv;
211
-
284
+
212
285
  void main() {
213
286
  vec4 texColor = texture2D(tDiffuse, vUv);
214
287
  float alpha = texColor.a;
215
-
216
- // 应用阈值
288
+
217
289
  if (alpha < threshold) {
218
290
  gl_FragColor = vec4(0.0);
219
291
  return;
220
292
  }
221
-
222
- // 增强alpha值,确保发光效果明显
293
+
223
294
  alpha = min(1.0, alpha * 2.0);
224
-
225
- gl_FragColor = vec4(color, alpha * opacity);
295
+
296
+ // intensity 让颜色亮度可超 1(配合 glow_additive 加性混合呈发光感,很亮那种)
297
+ gl_FragColor = vec4(color * intensity, alpha * opacity);
226
298
  }`,
227
299
  blending: NoBlending,
228
300
  depthTest: false,
229
301
  depthWrite: false,
230
302
  transparent: true,
231
303
  });
232
- // 过滤着色器 - 修复alpha计算逻辑
304
+ // 薄高亮层合成:对本体 mask 做 1 次像素扩张(24 方向偏移 width 像素采样),
305
+ // 扩张区 − 本体 = 贴着物体边缘的一圈薄亮环(rim)。上 glow 颜色,跟随 glow_additive 叠加,
306
+ // 与外圈柔光晕(filterSelect 结果)并存 → 选中态边缘有「实亮轮廓 + 外柔光」。
307
+ // ⚠️ 默认关闭(glow_highlight=false),只有对象显式开启才会执行,避免干扰既有发光合成。
308
+ const thinHighlightShader = new RawShaderMaterial({
309
+ uniforms: {
310
+ tMask: { value: null },
311
+ color: { value: new Color("#0f0") },
312
+ uWidth: { value: 1.0 },
313
+ opacity: { value: 1.0 },
314
+ intensity: { value: 1.0 },
315
+ resolution: { value: new Vector2(1 / 512, 1 / 512) },
316
+ uDebugVis: { value: 0.0 },
317
+ offset: {
318
+ value: [
319
+ new Vector2(0.000, 1.000),
320
+ new Vector2(0.259, 0.966),
321
+ new Vector2(0.500, 0.866),
322
+ new Vector2(0.707, 0.707),
323
+ new Vector2(0.866, 0.500),
324
+ new Vector2(0.966, 0.259),
325
+ new Vector2(1.000, 0.000),
326
+ new Vector2(0.966, -0.259),
327
+ new Vector2(0.866, -0.500),
328
+ new Vector2(0.707, -0.707),
329
+ new Vector2(0.500, -0.866),
330
+ new Vector2(0.259, -0.966),
331
+ new Vector2(0.000, -1.000),
332
+ new Vector2(-0.259, -0.966),
333
+ new Vector2(-0.500, -0.866),
334
+ new Vector2(-0.707, -0.707),
335
+ new Vector2(-0.866, -0.500),
336
+ new Vector2(-0.966, -0.259),
337
+ new Vector2(-1.000, -0.000),
338
+ new Vector2(-0.966, 0.259),
339
+ new Vector2(-0.866, 0.500),
340
+ new Vector2(-0.707, 0.707),
341
+ new Vector2(-0.500, 0.866),
342
+ new Vector2(-0.259, 0.966)
343
+ ]
344
+ }
345
+ },
346
+ vertexShader: `
347
+ attribute vec3 position;
348
+ attribute vec2 uv;
349
+ varying vec2 vUv;
350
+ void main() {
351
+ vUv = uv;
352
+ gl_Position = vec4(position, 1.0);
353
+ }`,
354
+ fragmentShader: `
355
+ #ifdef GL_ES
356
+ precision highp float;
357
+ #endif
358
+ uniform sampler2D tMask;
359
+ uniform vec3 color;
360
+ uniform float uWidth;
361
+ uniform float opacity;
362
+ uniform float intensity;
363
+ uniform vec2 resolution;
364
+ uniform float uDebugVis;
365
+ uniform vec2 offset[24];
366
+ varying vec2 vUv;
367
+
368
+ void main() {
369
+ // ⚠️ piexl 必须 main 内局部初始化(不能在全局用 uniform 初始化,某些 driver 会静默置 0)。
370
+ vec2 piexl = resolution * uWidth;
371
+ vec4 self = texture2D(tMask, vUv);
372
+ float hit = 0.0;
373
+ for (int i = 0; i < 24; i++) {
374
+ vec4 c = texture2D(tMask, vUv + offset[i] * piexl);
375
+ if (c.a > 0.0) {
376
+ hit = 1.0;
377
+ }
378
+ }
379
+ // 扩张区 − 本体 = 物体外一圈薄亮环(贴边轮廓)
380
+ float rim = clamp(hit - self.a, 0.0, 1.0);
381
+
382
+ // 调试可视化(window.__GLOW_HIGHLIGHT_VIS=true 开启):
383
+ // R=扩张命中区(hit) G=本体(self.a) B=最终 rim(薄亮环)
384
+ // 正常应看到:物体内部 G=1(绿),物体外紧贴一圈 B=1(蓝细环),其余全黑。
385
+ // 若整片有颜色 → mask/扩张参数异常。
386
+ if (uDebugVis > 0.5) {
387
+ gl_FragColor = vec4(hit, self.a, rim, 1.0);
388
+ return;
389
+ }
390
+
391
+ if (rim < 0.001) {
392
+ gl_FragColor = vec4(0.0);
393
+ return;
394
+ }
395
+ // 薄高亮层:只需比外圈辉光"稍亮"即可凸显,过曝会偏白、丢掉辉光本色。
396
+ // 向白色混合 0.3(保留 7 成辉光本色)+ 亮度乘 1.2:轮廓清晰可辨,又不抢辉光的色。
397
+ vec3 hl = mix(color, vec3(1.0), 0.3) * 1.2;
398
+ gl_FragColor = vec4(hl, rim * opacity);
399
+ }`,
400
+ blending: NoBlending,
401
+ depthTest: false,
402
+ depthWrite: false,
403
+ transparent: true
404
+ });
233
405
  const filterSelectShader = new RawShaderMaterial({
234
406
  uniforms: {
235
407
  selectTexture: { value: null },
@@ -255,29 +427,25 @@ const filterSelectShader = new RawShaderMaterial({
255
427
  varying vec2 vUv;
256
428
 
257
429
  void main() {
258
- // 获取模糊后的纹理和原始纹理
259
430
  vec4 blurColor = texture2D(blurTexture, vUv);
260
431
  vec4 selectColor = texture2D(selectTexture, vUv);
261
432
 
262
- // 计算辉光部分:模糊纹理 - 原始纹理,确保alpha非负
263
433
  vec4 glowColor = blurColor - selectColor;
264
434
  glowColor.a = max(0.0, glowColor.a);
265
435
 
266
- // 应用透明度
267
436
  glowColor.a *= opacity;
268
437
 
269
- // 设置最终颜色
270
438
  gl_FragColor = glowColor;
271
439
  }
272
440
  `,
273
- blending: NormalBlending, // 与现有纹理融合
441
+ blending: NormalBlending,
274
442
  depthTest: false,
275
443
  depthWrite: false,
276
444
  transparent: true,
277
445
  });
278
446
  const copyShader = new ShaderMaterial({
279
447
  uniforms: {
280
- map: { value: null }, // 贴图纹理
448
+ map: { value: null },
281
449
  },
282
450
  vertexShader: `
283
451
  ${ShaderChunk.common}
@@ -285,8 +453,6 @@ const copyShader = new ShaderMaterial({
285
453
  varying vec2 vUv;
286
454
  void main() {
287
455
  vUv = uv;
288
- // gl_Position = vec4(position, 1.0);
289
- // gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(position, 1.0);
290
456
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
291
457
  ${ShaderChunk.logdepthbuf_vertex}
292
458
  }
@@ -304,57 +470,68 @@ const copyShader = new ShaderMaterial({
304
470
  depthWrite: true,
305
471
  transparent: true,
306
472
  });
307
- // 场景对象
308
473
  const scene = new Scene();
309
- // 对象发光
310
474
  export default function glow_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
311
- const { glow_enable = false, glow_color = "#04fa12", glow_width = 1, glow_opacity = 1, glow_sigma = 2.0, // 高斯模糊的标准差
312
- glow_threshold = 0.0, // 发光阈值,默认0确保辉光显示
313
- glow_iterations = 10, // 模糊迭代次数
475
+ const { glow_enable = false, glow_color = "#04fa12", glow_width = 1, glow_opacity = 1, glow_sigma = 2.0, glow_threshold = 0.0, glow_iterations = 10, glow_intensity = 1.0, glow_additive = false, glow_highlight_width = 2, // 薄高亮层粗细(像素,默认 2);设为 0 则不画薄高亮层
314
476
  } = object3d.userData;
315
477
  if (!glow_enable || glow_width === 0) {
316
478
  return;
317
479
  }
318
- // 保存原帧缓冲区
319
480
  const originRenderTarget = renderer.getRenderTarget();
320
- // 设置选中目标的帧缓冲区
481
+ // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
482
+ // 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
321
483
  renderer.getSize(size);
322
484
  size.multiplyScalar(devicePixelRatio);
323
485
  selectTextureTarget.setSize(size.x, size.y);
324
- selectDethpTestTextureTarget.setSize(size.x, size.y);
486
+ selectDepthTextureTarget.setSize(size.x, size.y);
487
+ // 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
488
+ // 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致辉光被错误 discard
489
+ selectDepthTexture.image.width = size.x;
490
+ selectDepthTexture.image.height = size.y;
491
+ selectDepthTexture.needsUpdate = true;
492
+ selectDepthTestTextureTarget.setSize(size.x, size.y);
325
493
  blur1TextureTarget.setSize(size.x, size.y);
326
494
  blur2TextureTarget.setSize(size.x, size.y);
327
- // 1. 将对象渲染到临时纹理
495
+ selectDepthBlurTmpTextureTarget.setSize(size.x, size.y);
496
+ selectDepthBlurTextureTarget.setSize(size.x, size.y);
497
+ blurDepthTestTextureTarget.setSize(size.x, size.y);
498
+ // 1. 渲染物体本体 mask(灰度)
328
499
  renderer.setRenderTarget(selectTextureTarget);
329
500
  scene.children = [object3d];
330
501
  renderer.clear();
331
502
  renderer.render(scene, camera);
332
- // 2. 使用深度纹理提取选中的对象未被遮挡的像素点
333
- renderer.setRenderTarget(selectDethpTestTextureTarget);
503
+ // 2. 渲染物体本体深度(无 MSAA,供 min-blur 外扩用)
504
+ renderer.setRenderTarget(selectDepthTextureTarget);
505
+ scene.children = [object3d];
506
+ renderer.clear();
507
+ renderer.render(scene, camera);
508
+ // 调试:把本次渲染的选区深度记到全局调试状态,供面板「辉光深度比对」读取
509
+ debugDepthState.lastSelectDepth = selectDepthTexture;
510
+ // 3. 深度测试(用本体 mask):被真实更近物体挡住的「本体辉光」部分 discard。
511
+ // 背景像素 baseDepth≈1.0(最远)永远不小于物体深度 → 不丢弃,浮空物体辉光正常显示。
512
+ renderer.setRenderTarget(selectDepthTestTextureTarget);
334
513
  renderer.clear();
335
514
  depthTestShader.uniforms.map.value = selectTextureTarget.texture;
336
515
  depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
337
516
  depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
517
+ depthTestShader.uniforms.cameraFar.value = camera.far;
338
518
  fsQuad.render(renderer, depthTestShader);
339
- // 3. 设置高斯模糊参数
340
- const blurRadius = glow_width * 2.0; // 增加模糊半径,使辉光更明显
519
+ // 4. 从「深度测试后的本体辉光」开始高斯模糊外扩(外扩环自动继承本体遮挡判定 → 不漏光)
520
+ const blurRadius = glow_width * 2.0;
341
521
  gaussianBlurHShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
342
522
  gaussianBlurVShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
343
523
  gaussianBlurHShader.uniforms.radius.value = blurRadius;
344
524
  gaussianBlurVShader.uniforms.radius.value = blurRadius;
345
525
  gaussianBlurHShader.uniforms.sigma.value = glow_sigma;
346
526
  gaussianBlurVShader.uniforms.sigma.value = glow_sigma;
347
- // 4. 执行高斯模糊 - 简化逻辑,确保可靠性
348
- // 第一次模糊
349
527
  renderer.setRenderTarget(blur1TextureTarget);
350
528
  renderer.clear();
351
- gaussianBlurHShader.uniforms.tDiffuse.value = selectDethpTestTextureTarget.texture;
529
+ gaussianBlurHShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
352
530
  fsQuad.render(renderer, gaussianBlurHShader);
353
531
  renderer.setRenderTarget(blur2TextureTarget);
354
532
  renderer.clear();
355
533
  gaussianBlurVShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
356
534
  fsQuad.render(renderer, gaussianBlurVShader);
357
- // 如果需要多次迭代,继续模糊
358
535
  if (glow_iterations > 1) {
359
536
  for (let i = 1; i < glow_iterations; i++) {
360
537
  renderer.setRenderTarget(blur1TextureTarget);
@@ -367,25 +544,64 @@ export default function glow_pass(renderer, camera, object3d, baseDepthTexture,
367
544
  fsQuad.render(renderer, gaussianBlurVShader);
368
545
  }
369
546
  }
370
- // 5. 发光合成 - 使用最终的模糊结果
547
+ // 5. 辉光合成(上色「最终外扩辉光」blur2 → blur1)
371
548
  renderer.setRenderTarget(blur1TextureTarget);
372
549
  renderer.clear();
373
550
  glowCompositeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
374
551
  glowCompositeShader.uniforms.color.value.set(glow_color);
375
552
  glowCompositeShader.uniforms.opacity.value = 1.0;
376
553
  glowCompositeShader.uniforms.threshold.value = glow_threshold;
554
+ glowCompositeShader.uniforms.intensity.value = glow_intensity;
377
555
  fsQuad.render(renderer, glowCompositeShader);
378
- // 6. 还原帧缓冲区 减去原始纹理保留发光部分
556
+ // 5.5 ⭐ 外扩环深度测试(补齐此前只定义未调用的死代码,与 stroke_pass 同一修复):
557
+ // 本体深度随辉光一起外扩(separable H/V,外扩区取邻域最近深度),
558
+ // 再用它对外扩后的辉光做一次 depthTest —— 否则外扩环永远不参与遮挡判定,
559
+ // 物体被挡住时辉光依旧从遮挡物前方漏出来。
560
+ depthMinBlurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
561
+ depthMinBlurShader.uniforms.radius.value = Math.max(1, blurRadius);
562
+ depthMinBlurShader.uniforms.direction.value.set(1, 0);
563
+ depthMinBlurShader.uniforms.tDepth.value = selectDepthTexture;
564
+ renderer.setRenderTarget(selectDepthBlurTmpTextureTarget);
565
+ renderer.clear();
566
+ fsQuad.render(renderer, depthMinBlurShader);
567
+ depthMinBlurShader.uniforms.direction.value.set(0, 1);
568
+ depthMinBlurShader.uniforms.tDepth.value = selectDepthBlurTmpTextureTarget.texture;
569
+ renderer.setRenderTarget(selectDepthBlurTextureTarget);
570
+ renderer.clear();
571
+ fsQuad.render(renderer, depthMinBlurShader);
572
+ // 5.6 对外扩后的辉光判遮挡(输出到独立 target,绝不回写 blur1,避免步骤 6 相减归零)
573
+ renderer.setRenderTarget(blurDepthTestTextureTarget);
574
+ renderer.clear();
575
+ depthTestShader.uniforms.map.value = blur1TextureTarget.texture;
576
+ depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
577
+ depthTestShader.uniforms.selectDepth.value = selectDepthBlurTextureTarget.texture;
578
+ depthTestShader.uniforms.cameraFar.value = camera.far;
579
+ fsQuad.render(renderer, depthTestShader);
580
+ // 6. 合成到屏幕:filterSelect(blur=上色后且已判遮挡的最终外扩辉光, select=深度测试后本体辉光)
581
+ // = 仅保留辉光外扩环;本体被减掉。⚠️ blur 必须是最终外扩辉光,绝不能被 depthTest 结果覆盖
582
+ // (早期回归:误把 depthTest 结果上色进 blur1 → filterSelect 相减归零 → 辉光全不显示)。
379
583
  renderer.setRenderTarget(originRenderTarget);
380
- filterSelectShader.uniforms.selectTexture.value = selectDethpTestTextureTarget.texture;
381
- filterSelectShader.uniforms.blurTexture.value = blur1TextureTarget.texture;
584
+ filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
585
+ filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
382
586
  filterSelectShader.uniforms.opacity.value = glow_opacity;
383
- filterSelectShader.blending = NormalBlending; // 与有的纹理融合计算 保留前面通道传递下来的纹理
587
+ // glow_additive=true 时用加性混合,光晕叠加到画面呈发光感(很亮那种);否则普通半透明覆盖(默认)
588
+ filterSelectShader.blending = glow_additive ? AdditiveBlending : NormalBlending;
384
589
  fsQuad.render(renderer, filterSelectShader);
385
- // 调试代码
386
- // renderer.setRenderTarget(null);
387
- // renderer.clearDepth();
388
- // copyShader.uniforms.map.value = blur1TextureTarget.texture;
389
- // fsQuad.render(renderer, copyShader);
390
- // return;
590
+ // 7. 薄高亮层:贴物体边缘的细亮环(rim),与外圈柔光晕并存 —— glow 的**默认行为,始终绘制、无开关参数**。
591
+ // 用本体 mask(selectDepthTestTextureTarget,深度测试后)做 1 次像素扩张 → 扩张区减本体 = 贴边薄环。
592
+ // 唯一可调项 glow_highlight_width(默认 2px):控制薄环粗细;=0 时扩张像素为 0,自然无可见环。
593
+ {
594
+ thinHighlightShader.uniforms.tMask.value = selectDepthTestTextureTarget.texture;
595
+ thinHighlightShader.uniforms.color.value.set(glow_color);
596
+ thinHighlightShader.uniforms.uWidth.value = glow_highlight_width;
597
+ thinHighlightShader.uniforms.opacity.value = glow_opacity;
598
+ thinHighlightShader.uniforms.intensity.value = glow_intensity;
599
+ thinHighlightShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
600
+ // 调试:window.__GLOW_HIGHLIGHT_VIS = true 时输出 rim 可视化(R=扩张区 G=本体 B=薄亮环)
601
+ thinHighlightShader.uniforms.uDebugVis.value = (window.__GLOW_HIGHLIGHT_VIS) ? 1.0 : 0.0;
602
+ // 跟随 glow_additive:加性时薄亮环也发光叠加,否则半透明覆盖
603
+ thinHighlightShader.blending = glow_additive ? AdditiveBlending : NormalBlending;
604
+ renderer.setRenderTarget(originRenderTarget);
605
+ fsQuad.render(renderer, thinHighlightShader);
606
+ }
391
607
  }