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
package/pass/stroke_pass.d.ts
CHANGED
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@@ -1,2 +1,2 @@
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import {
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import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
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export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
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package/pass/stroke_pass.js
CHANGED
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2025-01-28 04:02:16
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*/
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import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial,
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import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
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import fsQuad from "./fsQuad";
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import { debugDepthState } from "./debugDepthState";
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import { DEPTH_TEST_BIAS } from "./depthTestBias";
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const selectDepthTexture = (() => {
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const baseDepthTexture = new DepthTexture(1024, 1024);
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baseDepthTexture.format = DepthFormat;
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baseDepthTexture.type =
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baseDepthTexture.type = UnsignedIntType;
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baseDepthTexture.anisotropy = 16;
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return baseDepthTexture;
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})();
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const selectTextureTarget = 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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// 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
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// 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,描边边缘锯齿。
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// 边缘抗锯齿统一由 mask 内部 FXAA + 终处理 FXAA 兜底。
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});
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// 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)
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const selectDepthTextureTarget = 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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anisotropy: 16,
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});
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const selectDethpTestTextureTarget = new WebGLRenderTarget(512, 512, {
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const selectDepthTestTextureTarget = 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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// 无 MSAA:深度测试 mask 无需抗锯齿,去掉以提速
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});
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const
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//
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const blur1TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随描边一起外扩,
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// 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)。
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const selectDepthBlurTmpTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 外扩描边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
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const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const size = new Vector2();
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//深度比对纹理
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const depthTestShader = new ShaderMaterial({
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uniforms: {
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map: { value: null },
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baseDepth: { value: null },
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selectDepth: { value: null },
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map: { value: null },
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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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uDebugVis: { value: 0.0 },
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},
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vertexShader: `
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${ShaderChunk.common}
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varying vec2 vUv;
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void main() {
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vUv = uv;
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// gl_Position = vec4(position, 1.0);
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// gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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${ShaderChunk.logdepthbuf_vertex}
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}
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uniform sampler2D map;
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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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uniform float uDebugVis;
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varying vec2 vUv;
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void main() {
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float baseD = texture2D(baseDepth, vUv).r;
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float selD = texture2D(selectDepth, vUv).r;
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// 调试可视化:R=base 线性深度归一化,G=select 线性深度归一化(背景≈1.0)。
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// 全白(R=G≈1)→两路深度全是 clear 值 1.0(没写进数据);全黑→异常。
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if (uDebugVis > 0.5) {
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float vb = pow(cameraFar + 1.0, baseD) - 1.0;
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float vs = pow(cameraFar + 1.0, selD) - 1.0;
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gl_FragColor = vec4(vb / cameraFar, vs / cameraFar, 0.0, 1.0);
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return;
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}
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// 参考手写版 a27bdea 的朴素对数深度比对:DepthTexture 存的是对数深度,
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// 「更小 = 更近」,base 比 select 更近即被真实场景遮挡 → discard。
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// 背景像素 base≈1.0(最远)永远不小于物体深度 selD(<1.0) → 不丢弃,
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// 浮空物体的描边正常显示(不会被天空/空背景整片吃掉,这是早期回归 bug 已修的点)。
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// 加一个极小对数空间容差 bias(≈0.0006)防「选中对象自身像素」因浮点精度被误判遮挡
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// (z-fit 锯齿);真实更近物体的深度差远大于此,不受影响。
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const float bias = ${DEPTH_TEST_BIAS};
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if (baseD < selD - bias) {
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discard;
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}
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gl_FragColor = texture2D(map, vUv);
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}
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`,
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transparent: true
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});
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// 抗锯齿着色器
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const FXAAShaderMaterial = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
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},
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vertexShader: `
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varying vec2 vUv;
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#ifndef FXAA_DISCARD
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//
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//
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// For APIs which enable concurrent TEX+ROP from same surface.
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//
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#endif
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#define NUM_SAMPLES 5
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float contrast( vec4 a, vec4 b ) {
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vec4 diff = abs( a - b );
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return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
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vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
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// . S .
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// W M E
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// . N .
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contrast( rgbaM, rgbaN ),
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contrast( rgbaM, rgbaE ) ),
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contrast( rgbaM, rgbaW ) )
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< fxaaQualityEdgeThreshold;
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// . 0 .
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// . 0 .
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#if (FXAA_DISCARD == 1)
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if(earlyExit) FxaaDiscard;
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relativeVContrast *= fxaaQualityinvEdgeThreshold;
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// . 1 .
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// locate the edge
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dirToEdge.x = contrastE > contrastW ? 1. : -1.;
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// . 2 . . 1 .
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// 1 0 2 ~= 0 0 1
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// tap 2 pixels and see which ones are "outside" the edge, to
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// determine if the edge is vertical or horizontal
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vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
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float matchAlongH = contrast( rgbaM, rgbaAlongH );
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// . 1 .
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// 0 0 1
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// . 0 H
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vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
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float matchAlongV = contrast( rgbaM, rgbaAlongV );
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// V 1 .
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// 0 0 1
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// . 0 .
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relativeVContrast = matchAlongV - matchAlongH;
|
|
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|
relativeVContrast *= fxaaQualityinvEdgeThreshold;
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if( abs( relativeVContrast ) < .3 ) {
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// 1 1 .
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// 0 0 1
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|
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// . 0 1
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-
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// do a simple blur
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|
+
if( abs( relativeVContrast ) < .3 ) {
|
|
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|
return mix(
|
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|
rgbaM,
|
|
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|
(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
|
|
@@ -224,9 +219,6 @@ const FXAAShaderMaterial = new ShaderMaterial({
|
|
|
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|
|
|
225
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|
if(!horzSpan) rgbaN = rgbaW;
|
|
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|
if(!horzSpan) rgbaS = rgbaE;
|
|
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|
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// . 0 . 1
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|
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// 1 0 1 -> 0
|
|
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|
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// . 0 . 1
|
|
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222
|
|
|
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223
|
bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
|
|
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224
|
if(!pairN) rgbaN = rgbaS;
|
|
@@ -272,15 +264,13 @@ const FXAAShaderMaterial = new ShaderMaterial({
|
|
|
272
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|
}
|
|
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|
|
|
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|
|
|
275
|
-
if ( !doneP && !doneN ) return rgbaM;
|
|
267
|
+
if ( !doneP && !doneN ) return rgbaM;
|
|
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268
|
|
|
277
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|
float dist = min(
|
|
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270
|
doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
|
|
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|
doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
|
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|
);
|
|
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|
|
|
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|
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// hacky way of reduces blurriness of mostly diagonal edges
|
|
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|
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// but reduces AA quality
|
|
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|
dist = pow(dist, .5);
|
|
285
275
|
|
|
286
276
|
dist = 1. - dist;
|
|
@@ -300,25 +290,24 @@ const FXAAShaderMaterial = new ShaderMaterial({
|
|
|
300
290
|
vUv,
|
|
301
291
|
tDiffuse,
|
|
302
292
|
resolution,
|
|
303
|
-
edgeDetectionQuality,
|
|
293
|
+
edgeDetectionQuality,
|
|
304
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|
invEdgeDetectionQuality
|
|
305
295
|
);
|
|
306
296
|
${ShaderChunk.logdepthbuf_fragment}
|
|
307
297
|
}
|
|
308
298
|
`,
|
|
309
|
-
blending: NoBlending,
|
|
299
|
+
blending: NoBlending,
|
|
310
300
|
depthTest: false,
|
|
311
301
|
depthWrite: false,
|
|
312
302
|
transparent: true
|
|
313
303
|
});
|
|
314
|
-
// 描边着色器
|
|
315
304
|
const strokeShader = new RawShaderMaterial({
|
|
316
305
|
uniforms: {
|
|
317
306
|
tDiffuse: { value: null },
|
|
318
|
-
color: { value: new Color("#0f0") },
|
|
307
|
+
color: { value: new Color("#0f0") },
|
|
319
308
|
width: { value: 1.0 },
|
|
320
309
|
opacity: { value: 1.0 },
|
|
321
|
-
resolution: { value: new Vector2(1 / 512, 1 / 512) },
|
|
310
|
+
resolution: { value: new Vector2(1 / 512, 1 / 512) },
|
|
322
311
|
offset: {
|
|
323
312
|
value: [
|
|
324
313
|
new Vector2(0.000, 1.000),
|
|
@@ -367,7 +356,7 @@ const strokeShader = new RawShaderMaterial({
|
|
|
367
356
|
uniform vec2 resolution;
|
|
368
357
|
uniform vec2 offset[24];
|
|
369
358
|
varying vec2 vUv;
|
|
370
|
-
vec2 piexl = resolution * width;
|
|
359
|
+
vec2 piexl = resolution * width;
|
|
371
360
|
|
|
372
361
|
vec4 stroke(){
|
|
373
362
|
vec4 blurColor = vec4(0.0);
|
|
@@ -392,12 +381,57 @@ const strokeShader = new RawShaderMaterial({
|
|
|
392
381
|
gl_FragColor = stroke();
|
|
393
382
|
}
|
|
394
383
|
}`,
|
|
395
|
-
blending: NoBlending,
|
|
384
|
+
blending: NoBlending,
|
|
396
385
|
depthTest: false,
|
|
397
386
|
depthWrite: false,
|
|
398
387
|
transparent: true
|
|
399
388
|
});
|
|
400
|
-
//
|
|
389
|
+
// 深度 min-blur(最近深度,忽略背景 1.0):随描边一起把深度图向外扩,
|
|
390
|
+
// 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),
|
|
391
|
+
// 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)。
|
|
392
|
+
const depthMinBlurShader = new ShaderMaterial({
|
|
393
|
+
uniforms: {
|
|
394
|
+
tDepth: { value: null },
|
|
395
|
+
resolution: { value: new Vector2(1 / 512, 1 / 512) },
|
|
396
|
+
radius: { value: 1.0 },
|
|
397
|
+
direction: { value: new Vector2(1, 0) },
|
|
398
|
+
},
|
|
399
|
+
vertexShader: `
|
|
400
|
+
${ShaderChunk.common}
|
|
401
|
+
${ShaderChunk.logdepthbuf_pars_vertex}
|
|
402
|
+
varying vec2 vUv;
|
|
403
|
+
void main() {
|
|
404
|
+
vUv = uv;
|
|
405
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
406
|
+
${ShaderChunk.logdepthbuf_vertex}
|
|
407
|
+
}
|
|
408
|
+
`,
|
|
409
|
+
fragmentShader: `
|
|
410
|
+
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
411
|
+
uniform sampler2D tDepth;
|
|
412
|
+
uniform vec2 resolution;
|
|
413
|
+
uniform float radius;
|
|
414
|
+
uniform vec2 direction;
|
|
415
|
+
varying vec2 vUv;
|
|
416
|
+
void main() {
|
|
417
|
+
float minD = 1.0;
|
|
418
|
+
for (int i = -10; i <= 10; i++) {
|
|
419
|
+
float x = float(i);
|
|
420
|
+
vec2 off = direction * (x * radius * resolution);
|
|
421
|
+
float d = texture2D(tDepth, vUv + off).r;
|
|
422
|
+
if (d < 0.9999) {
|
|
423
|
+
minD = min(minD, d);
|
|
424
|
+
}
|
|
425
|
+
}
|
|
426
|
+
gl_FragColor = vec4(minD, 0.0, 0.0, 1.0);
|
|
427
|
+
${ShaderChunk.logdepthbuf_fragment}
|
|
428
|
+
}
|
|
429
|
+
`,
|
|
430
|
+
blending: NoBlending,
|
|
431
|
+
depthTest: false,
|
|
432
|
+
depthWrite: false,
|
|
433
|
+
transparent: true,
|
|
434
|
+
});
|
|
401
435
|
const filterSelectShader = new RawShaderMaterial({
|
|
402
436
|
uniforms: {
|
|
403
437
|
selectTexture: { value: null },
|
|
@@ -425,14 +459,14 @@ const filterSelectShader = new RawShaderMaterial({
|
|
|
425
459
|
gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
|
|
426
460
|
}
|
|
427
461
|
`,
|
|
428
|
-
blending: NoBlending,
|
|
462
|
+
blending: NoBlending,
|
|
429
463
|
depthTest: false,
|
|
430
464
|
depthWrite: false,
|
|
431
465
|
transparent: true
|
|
432
466
|
});
|
|
433
467
|
const copyShader = new ShaderMaterial({
|
|
434
468
|
uniforms: {
|
|
435
|
-
map: { value: null },
|
|
469
|
+
map: { value: null },
|
|
436
470
|
},
|
|
437
471
|
vertexShader: `
|
|
438
472
|
${ShaderChunk.common}
|
|
@@ -440,8 +474,6 @@ const copyShader = new ShaderMaterial({
|
|
|
440
474
|
varying vec2 vUv;
|
|
441
475
|
void main() {
|
|
442
476
|
vUv = uv;
|
|
443
|
-
// gl_Position = vec4(position, 1.0);
|
|
444
|
-
// gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(position, 1.0);
|
|
445
477
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
446
478
|
${ShaderChunk.logdepthbuf_vertex}
|
|
447
479
|
}
|
|
@@ -459,72 +491,111 @@ const copyShader = new ShaderMaterial({
|
|
|
459
491
|
depthWrite: true,
|
|
460
492
|
transparent: true
|
|
461
493
|
});
|
|
462
|
-
// 场景对象
|
|
463
494
|
const scene = new Scene();
|
|
464
|
-
// 对象描边
|
|
465
495
|
export default function stroke_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
|
|
466
496
|
const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
|
|
467
497
|
if (!stroke_enable || stroke_width === 0) {
|
|
468
498
|
return;
|
|
469
499
|
}
|
|
470
|
-
// 保存原帧缓冲区
|
|
471
500
|
const originRenderTarget = renderer.getRenderTarget();
|
|
472
|
-
//
|
|
501
|
+
// 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
|
|
502
|
+
// 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
|
|
473
503
|
renderer.getSize(size);
|
|
474
504
|
size.multiplyScalar(devicePixelRatio);
|
|
475
505
|
selectTextureTarget.setSize(size.x, size.y);
|
|
476
|
-
|
|
506
|
+
selectDepthTextureTarget.setSize(size.x, size.y);
|
|
507
|
+
// 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
|
|
508
|
+
// 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致描边被错误 discard
|
|
509
|
+
selectDepthTexture.image.width = size.x;
|
|
510
|
+
selectDepthTexture.image.height = size.y;
|
|
511
|
+
selectDepthTexture.needsUpdate = true;
|
|
512
|
+
selectDepthTestTextureTarget.setSize(size.x, size.y);
|
|
477
513
|
blur1TextureTarget.setSize(size.x, size.y);
|
|
478
514
|
blur2TextureTarget.setSize(size.x, size.y);
|
|
515
|
+
selectDepthBlurTmpTextureTarget.setSize(size.x, size.y);
|
|
516
|
+
selectDepthBlurTextureTarget.setSize(size.x, size.y);
|
|
517
|
+
blurDepthTestTextureTarget.setSize(size.x, size.y);
|
|
518
|
+
// 1. 渲染物体本体 mask(灰度)
|
|
479
519
|
renderer.setRenderTarget(selectTextureTarget);
|
|
480
520
|
scene.children = [object3d];
|
|
481
521
|
renderer.clear();
|
|
482
522
|
renderer.render(scene, camera);
|
|
483
|
-
//
|
|
484
|
-
|
|
485
|
-
|
|
486
|
-
|
|
487
|
-
|
|
488
|
-
|
|
489
|
-
|
|
490
|
-
|
|
491
|
-
|
|
523
|
+
// 2. 渲染物体本体深度(无 MSAA,供 depthTest 判定遮挡)
|
|
524
|
+
renderer.setRenderTarget(selectDepthTextureTarget);
|
|
525
|
+
scene.children = [object3d];
|
|
526
|
+
renderer.clear();
|
|
527
|
+
renderer.render(scene, camera);
|
|
528
|
+
// 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
|
|
529
|
+
debugDepthState.lastSelectDepth = selectDepthTexture;
|
|
530
|
+
// 3. 深度测试(用本体 mask):被真实更近物体挡住的「本体描边」部分 discard。
|
|
531
|
+
// 背景像素 baseDepth≈1.0(最远)永远不小于物体深度 → 不丢弃,浮空物体描边正常显示。
|
|
532
|
+
// 选中对象自身像素 baseD≈selD → 不丢弃,本体描边保留。
|
|
533
|
+
renderer.setRenderTarget(selectDepthTestTextureTarget);
|
|
492
534
|
renderer.clear();
|
|
493
535
|
depthTestShader.uniforms.map.value = selectTextureTarget.texture;
|
|
494
536
|
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
495
537
|
depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
|
|
538
|
+
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
539
|
+
depthTestShader.uniforms.uDebugVis.value = (window.__STROKE_DEPTH_VIS) ? 1.0 : 0.0;
|
|
496
540
|
fsQuad.render(renderer, depthTestShader);
|
|
497
|
-
|
|
541
|
+
// 4. 从「深度测试后的本体描边」开始外扩(外扩环自动继承本体遮挡判定 → 不漏光),
|
|
542
|
+
// 描边粗细由 stroke_width 控制的迭代次数决定。
|
|
543
|
+
strokeShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
544
|
+
FXAAShaderMaterial.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
545
|
+
strokeShader.uniforms.color.value.set(stroke_color);
|
|
546
|
+
strokeShader.uniforms.width.value = 1;
|
|
498
547
|
renderer.setRenderTarget(blur1TextureTarget);
|
|
499
|
-
strokeShader.uniforms.tDiffuse.value =
|
|
548
|
+
strokeShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
|
|
500
549
|
fsQuad.render(renderer, strokeShader);
|
|
501
|
-
//二次描边
|
|
502
550
|
renderer.setRenderTarget(blur2TextureTarget);
|
|
503
551
|
strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
504
552
|
fsQuad.render(renderer, strokeShader);
|
|
553
|
+
// 迭代外扩(stroke_width 控制粗细)
|
|
505
554
|
for (let i = 0; i < stroke_width - 2; i++) {
|
|
506
|
-
//一次描边
|
|
507
555
|
renderer.setRenderTarget(blur1TextureTarget);
|
|
508
556
|
strokeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
509
557
|
fsQuad.render(renderer, strokeShader);
|
|
510
|
-
//二次描边
|
|
511
558
|
renderer.setRenderTarget(blur2TextureTarget);
|
|
512
559
|
strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
513
560
|
fsQuad.render(renderer, strokeShader);
|
|
514
561
|
}
|
|
562
|
+
// 5. 最后抗锯齿
|
|
515
563
|
renderer.setRenderTarget(blur1TextureTarget);
|
|
516
|
-
|
|
517
|
-
fsQuad.render(renderer,
|
|
518
|
-
//
|
|
564
|
+
FXAAShaderMaterial.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
565
|
+
fsQuad.render(renderer, FXAAShaderMaterial);
|
|
566
|
+
// 5.5 ⭐ 外扩环深度测试(补齐此前只定义未调用的死代码):
|
|
567
|
+
// 本体深度随描边一起外扩(separable H/V,外扩区取邻域最近深度),
|
|
568
|
+
// 再用它对外扩后的描边做一次 depthTest。
|
|
569
|
+
// 缺了这一步,外扩环(描边的视觉主体)永远不参与遮挡判定 →
|
|
570
|
+
// 物体被挡住时描边依旧从遮挡物前方漏出来("深度测试看起来失效"的真根因之一)。
|
|
571
|
+
depthMinBlurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
572
|
+
depthMinBlurShader.uniforms.radius.value = Math.max(1, stroke_width);
|
|
573
|
+
// H:直接采 DepthTexture(selectDepthTexture),其 .r 即对数深度
|
|
574
|
+
depthMinBlurShader.uniforms.direction.value.set(1, 0);
|
|
575
|
+
depthMinBlurShader.uniforms.tDepth.value = selectDepthTexture;
|
|
576
|
+
renderer.setRenderTarget(selectDepthBlurTmpTextureTarget);
|
|
577
|
+
fsQuad.render(renderer, depthMinBlurShader);
|
|
578
|
+
// V
|
|
579
|
+
depthMinBlurShader.uniforms.direction.value.set(0, 1);
|
|
580
|
+
depthMinBlurShader.uniforms.tDepth.value = selectDepthBlurTmpTextureTarget.texture;
|
|
581
|
+
renderer.setRenderTarget(selectDepthBlurTextureTarget);
|
|
582
|
+
fsQuad.render(renderer, depthMinBlurShader);
|
|
583
|
+
// 5.6 对外扩后的描边判遮挡:被更近几何挡住的外扩环像素 discard。
|
|
584
|
+
// ⚠️ 输出到独立 target,绝不回写 blur1(历史回归 bug:blur1 被 depthTest 结果覆盖
|
|
585
|
+
// 会导致步骤 6 相减归零、描边全不显示)。
|
|
586
|
+
renderer.setRenderTarget(blurDepthTestTextureTarget);
|
|
587
|
+
renderer.clear();
|
|
588
|
+
depthTestShader.uniforms.map.value = blur1TextureTarget.texture;
|
|
589
|
+
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
590
|
+
depthTestShader.uniforms.selectDepth.value = selectDepthBlurTextureTarget.texture;
|
|
591
|
+
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
592
|
+
depthTestShader.uniforms.uDebugVis.value = 0.0;
|
|
593
|
+
fsQuad.render(renderer, depthTestShader);
|
|
594
|
+
// 6. 合成:最终外扩描边(blurDepthTest,已判遮挡) 减去 深度测试后的本体描边
|
|
595
|
+
// = 仅保留描边外扩环;本体被减掉。filterSelectShader 用 NormalBlending 叠到场景上。
|
|
519
596
|
renderer.setRenderTarget(originRenderTarget);
|
|
520
|
-
filterSelectShader.uniforms.selectTexture.value =
|
|
521
|
-
filterSelectShader.uniforms.blurTexture.value =
|
|
522
|
-
filterSelectShader.blending = NormalBlending;
|
|
597
|
+
filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
|
|
598
|
+
filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
|
|
599
|
+
filterSelectShader.blending = NormalBlending;
|
|
523
600
|
fsQuad.render(renderer, filterSelectShader);
|
|
524
|
-
// 调试代码
|
|
525
|
-
// renderer.setRenderTarget(null);
|
|
526
|
-
// renderer.clearDepth();
|
|
527
|
-
// copyShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
528
|
-
// fsQuad.render(renderer, copyShader);
|
|
529
|
-
// return;
|
|
530
601
|
}
|