three-base 2.0.142 → 2.0.145

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Files changed (227) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +511 -511
  10. package/FPScontrol.js +1799 -1799
  11. package/FPScontrol.ts +1855 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +247 -247
  33. package/Mirror.d.ts +25 -25
  34. package/Mirror.js +143 -143
  35. package/MktMesh/MktMesh.d.ts +301 -291
  36. package/MktMesh/MktMesh.js +1064 -1045
  37. package/MktMesh/MktMesh.ts +32 -11
  38. package/MktMesh/assetUrl.d.ts +59 -35
  39. package/MktMesh/assetUrl.js +154 -69
  40. package/MktMesh/assetUrl.ts +155 -69
  41. package/MktMesh/mktMappingShader.d.ts +12 -12
  42. package/MktMesh/mktMappingShader.js +138 -138
  43. package/MktMesh/mktMappingShader.ts +139 -139
  44. package/MktMesh/mktShader.d.ts +263 -263
  45. package/MktMesh/mktShader.js +1236 -1236
  46. package/MktMesh/mktShader.ts +1344 -1344
  47. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  48. package/MktMesh/panoBitmapTexture.js +52 -52
  49. package/MktMesh/panoBitmapTexture.ts +54 -54
  50. package/MktMesh/panoSlotBind.d.ts +29 -29
  51. package/MktMesh/panoSlotBind.js +106 -106
  52. package/MktMesh/panoSlotBind.ts +153 -153
  53. package/MktMesh/panoSlotRoster.d.ts +22 -22
  54. package/MktMesh/panoSlotRoster.js +169 -169
  55. package/MktMesh/panoSlotRoster.ts +168 -168
  56. package/MktMesh/panoTileStitcher.d.ts +119 -119
  57. package/MktMesh/panoTileStitcher.js +529 -529
  58. package/MktMesh/panoTileStitcher.ts +616 -616
  59. package/MktMesh/types.d.ts +75 -75
  60. package/MktMesh/types.js +1 -1
  61. package/MktMesh/wallCapTessellate.d.ts +33 -33
  62. package/MktMesh/wallCapTessellate.js +97 -97
  63. package/MktMesh/wallCapTessellate.ts +68 -68
  64. package/PipeMesh/PathGeometry.d.ts +44 -44
  65. package/PipeMesh/PathGeometry.js +307 -307
  66. package/PipeMesh/PathPoint.d.ts +17 -17
  67. package/PipeMesh/PathPoint.js +31 -31
  68. package/PipeMesh/PathPointList.d.ts +31 -31
  69. package/PipeMesh/PathPointList.js +209 -209
  70. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  71. package/PipeMesh/PathTubeGeometry.js +130 -130
  72. package/PipeMesh/PipeMesh.d.ts +25 -25
  73. package/PipeMesh/PipeMesh.js +63 -63
  74. package/PipeMesh/index.d.ts +1 -1
  75. package/PipeMesh/index.js +1 -1
  76. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  77. package/PlaneModal1/PlaneModal1.js +109 -109
  78. package/PlaneModal1/index.d.ts +1 -1
  79. package/PlaneModal1/index.js +1 -1
  80. package/PlaneText.d.ts +27 -27
  81. package/PlaneText.js +35 -35
  82. package/PlaneWithHtml.d.ts +13 -13
  83. package/PlaneWithHtml.js +64 -64
  84. package/PointLight/PointLight.d.ts +13 -13
  85. package/PointLight/PointLight.js +64 -64
  86. package/PointLight/index.d.ts +1 -1
  87. package/PointLight/index.js +1 -1
  88. package/Sky/Sky.d.ts +9 -9
  89. package/Sky/Sky.js +22 -22
  90. package/Sky/index.d.ts +1 -1
  91. package/Sky/index.js +1 -1
  92. package/SpotLight.d.ts +6 -6
  93. package/SpotLight.js +72 -72
  94. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  95. package/SpriteModal1/SpriteModal1.js +116 -116
  96. package/SpriteModal1/index.d.ts +1 -1
  97. package/SpriteModal1/index.js +1 -1
  98. package/SpriteText.d.ts +46 -46
  99. package/SpriteText.js +176 -176
  100. package/SpriteText2.d.ts +48 -48
  101. package/SpriteText2.js +223 -223
  102. package/SpriteText3.d.ts +86 -86
  103. package/SpriteText3.js +517 -517
  104. package/SpriteText3.ts +599 -599
  105. package/SpriteWithHtml.d.ts +9 -9
  106. package/SpriteWithHtml.js +44 -44
  107. package/Text3D/Text3D.d.ts +20 -20
  108. package/Text3D/Text3D.js +58 -58
  109. package/Text3D/fontController.d.ts +60 -60
  110. package/Text3D/fontController.js +166 -166
  111. package/Text3D/index.d.ts +1 -1
  112. package/Text3D/index.js +1 -1
  113. package/ThreeBase.d.ts +248 -248
  114. package/ThreeBase.js +1202 -1202
  115. package/ThreeBase.ts +1314 -1314
  116. package/ThreeMouse.d.ts +53 -54
  117. package/ThreeMouse.js +453 -453
  118. package/Transition.d.ts +45 -45
  119. package/Transition.js +209 -209
  120. package/Water/Water.d.ts +5 -5
  121. package/Water/Water.js +44 -44
  122. package/Water/index.d.ts +2 -2
  123. package/Water/index.js +2 -2
  124. package/WaterFlow/FloatingDuck.d.ts +88 -88
  125. package/WaterFlow/FloatingDuck.js +307 -307
  126. package/WaterFlow/FloatingDuck.ts +445 -445
  127. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  128. package/WaterFlow/GPUFluidSimulation.js +781 -781
  129. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  130. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  131. package/WaterFlow/ReservoirSystem.js +611 -611
  132. package/WaterFlow/ReservoirSystem.ts +754 -754
  133. package/WaterFlow/SPHField.d.ts +35 -35
  134. package/WaterFlow/SPHField.js +203 -203
  135. package/WaterFlow/SPHField.ts +228 -228
  136. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  137. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  138. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  139. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  140. package/WaterFlow/ShallowWaterSurface.js +438 -438
  141. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  142. package/WaterFlow/WaterFlow.d.ts +87 -87
  143. package/WaterFlow/WaterFlow.js +171 -171
  144. package/WaterFlow/WaterFlow.ts +219 -219
  145. package/WaterFlow/types.d.ts +161 -161
  146. package/WaterFlow/types.js +1 -1
  147. package/WaterFlow/types.ts +189 -189
  148. package/WaterFlow/waterFlowPass.d.ts +3 -3
  149. package/WaterFlow/waterFlowPass.js +20 -20
  150. package/WaterFlow/waterFlowPass.ts +40 -40
  151. package/collisionOBB.d.ts +42 -42
  152. package/collisionOBB.js +112 -112
  153. package/collisionOBB.ts +108 -108
  154. package/declare.d.ts +25 -25
  155. package/index.d.ts +1 -1
  156. package/index.js +1 -1
  157. package/instanced/InstancedBatch.d.ts +57 -57
  158. package/instanced/InstancedBatch.js +348 -348
  159. package/instanced/InstancedBatch.ts +406 -406
  160. package/instanced/InstancedChild.d.ts +174 -174
  161. package/instanced/InstancedChild.js +264 -264
  162. package/instanced/InstancedChild.ts +327 -327
  163. package/instanced/InstancedGroup.d.ts +43 -43
  164. package/instanced/InstancedGroup.js +126 -126
  165. package/instanced/InstancedGroup.ts +137 -137
  166. package/instanced/InstancedMeshBase.d.ts +38 -38
  167. package/instanced/InstancedMeshBase.js +282 -282
  168. package/instanced/InstancedTemplate.d.ts +46 -46
  169. package/instanced/InstancedTemplate.js +125 -125
  170. package/keyControls.d.ts +29 -30
  171. package/keyControls.js +101 -101
  172. package/lensflare/LensFlare.d.ts +39 -39
  173. package/lensflare/LensFlare.js +284 -284
  174. package/package.json +6 -1
  175. package/pass/bloom_pass.d.ts +2 -2
  176. package/pass/bloom_pass.js +174 -174
  177. package/pass/cover_pass.d.ts +2 -2
  178. package/pass/cover_pass.js +108 -108
  179. package/pass/debugDepthState.d.ts +20 -20
  180. package/pass/debugDepthState.js +9 -9
  181. package/pass/debugDepthState.ts +22 -22
  182. package/pass/depthTestBias.d.ts +12 -12
  183. package/pass/depthTestBias.js +12 -12
  184. package/pass/depthTestBias.ts +12 -12
  185. package/pass/effectUserData.d.ts +27 -27
  186. package/pass/effectUserData.js +1 -1
  187. package/pass/effectUserData.ts +46 -46
  188. package/pass/frosted_glass_pass.d.ts +2 -2
  189. package/pass/frosted_glass_pass.js +150 -150
  190. package/pass/fsQuad.d.ts +9 -9
  191. package/pass/fsQuad.js +28 -28
  192. package/pass/glow_pass.d.ts +2 -2
  193. package/pass/glow_pass.js +350 -350
  194. package/pass/screen_bloom_pass.d.ts +11 -11
  195. package/pass/screen_bloom_pass.js +136 -136
  196. package/pass/ssao_pass.d.ts +88 -88
  197. package/pass/ssao_pass.js +799 -799
  198. package/pass/ssao_pass.ts +918 -918
  199. package/pass/stroke_pass.d.ts +2 -2
  200. package/pass/stroke_pass.js +267 -267
  201. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  202. package/shaders/FXAAShaderMaterial.js +20 -20
  203. package/shaders/baseDepthVisShader.d.ts +11 -11
  204. package/shaders/baseDepthVisShader.js +36 -36
  205. package/shaders/baseDepthVisShader.ts +36 -36
  206. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  207. package/shaders/baseTextureToRenderShader.js +19 -19
  208. package/shaders/copyShader.d.ts +3 -3
  209. package/shaders/copyShader.js +13 -13
  210. package/shaders/debugDepthCompareShader.d.ts +14 -14
  211. package/shaders/debugDepthCompareShader.js +49 -49
  212. package/shaders/debugDepthCompareShader.ts +50 -50
  213. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  214. package/shaders/debugDepthJudgeShader.js +52 -52
  215. package/shaders/debugDepthJudgeShader.ts +54 -54
  216. package/shaders/debugExcludedShader.d.ts +13 -13
  217. package/shaders/debugExcludedShader.js +46 -46
  218. package/shaders/debugExcludedShader.ts +48 -48
  219. package/spriteTextBg.d.ts +1 -1
  220. package/spriteTextBg.js +20 -20
  221. package/spriteTextBg.ts +20 -20
  222. package/threeLoader.d.ts +35 -35
  223. package/threeLoader.js +518 -518
  224. package/threeUtils.d.ts +53 -53
  225. package/threeUtils.js +329 -329
  226. package/types.d.ts +2 -2
  227. package/types.js +6 -6
@@ -1,58 +1,58 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2024-09-23 21:51:29
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2025-01-28 05:05:49
6
- */
7
- import { DepthTexture, DepthFormat, LinearFilter, RGBAFormat, UnsignedIntType, WebGLRenderTarget, Scene, Vector2, ShaderChunk, NoBlending, ShaderMaterial, AdditiveBlending } from "three";
8
- import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass";
9
- import copyShader from "../shaders/copyShader";
10
- import fsQuad from "./fsQuad";
11
- const selectDepthTexture = (() => {
12
- const baseDepthTexture = new DepthTexture(1024, 1024);
13
- baseDepthTexture.format = DepthFormat;
14
- baseDepthTexture.type = UnsignedIntType;
15
- baseDepthTexture.anisotropy = 16;
16
- return baseDepthTexture;
17
- })();
18
- const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
19
- minFilter: LinearFilter,
20
- magFilter: LinearFilter,
21
- format: RGBAFormat,
22
- anisotropy: 16,
23
- // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
24
- // 否则 mask 边缘平滑而深度硬 → depthTest 判定边界与 mask 视觉边缘错位,bloom 边缘锯齿/摩尔纹。
25
- // 边缘抗锯齿统一由终处理 FXAA 兜底。
26
- });
27
- // 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)
28
- const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
29
- minFilter: LinearFilter,
30
- magFilter: LinearFilter,
31
- format: RGBAFormat,
32
- depthTexture: selectDepthTexture,
33
- anisotropy: 16,
34
- });
35
- const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
36
- minFilter: LinearFilter,
37
- magFilter: LinearFilter,
38
- format: RGBAFormat,
39
- anisotropy: 16,
40
- });
41
- // 独立的 bloom 合成目标:避免 UnrealBloomPass 与 readBuffer 共用同一目标
42
- // (本版本 UnrealBloomPass 内部把 bloom 叠加回 readBuffer,传入独立 write 目标可规避同目标读写隐患)
43
- const bloomWriteTarget = new WebGLRenderTarget(1024, 1024, {
44
- minFilter: LinearFilter,
45
- magFilter: LinearFilter,
46
- format: RGBAFormat,
47
- anisotropy: 16,
48
- });
49
- const depthTestShader = new ShaderMaterial({
50
- uniforms: {
51
- map: { value: null },
52
- baseDepth: { value: null },
53
- selectDepth: { value: null },
54
- cameraFar: { value: 1000.0 },
55
- },
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2024-09-23 21:51:29
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2025-01-28 05:05:49
6
+ */
7
+ import { DepthTexture, DepthFormat, LinearFilter, RGBAFormat, UnsignedIntType, WebGLRenderTarget, Scene, Vector2, ShaderChunk, NoBlending, ShaderMaterial, AdditiveBlending } from "three";
8
+ import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass";
9
+ import copyShader from "../shaders/copyShader";
10
+ import fsQuad from "./fsQuad";
11
+ const selectDepthTexture = (() => {
12
+ const baseDepthTexture = new DepthTexture(1024, 1024);
13
+ baseDepthTexture.format = DepthFormat;
14
+ baseDepthTexture.type = UnsignedIntType;
15
+ baseDepthTexture.anisotropy = 16;
16
+ return baseDepthTexture;
17
+ })();
18
+ const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
19
+ minFilter: LinearFilter,
20
+ magFilter: LinearFilter,
21
+ format: RGBAFormat,
22
+ anisotropy: 16,
23
+ // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
24
+ // 否则 mask 边缘平滑而深度硬 → depthTest 判定边界与 mask 视觉边缘错位,bloom 边缘锯齿/摩尔纹。
25
+ // 边缘抗锯齿统一由终处理 FXAA 兜底。
26
+ });
27
+ // 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)
28
+ const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
29
+ minFilter: LinearFilter,
30
+ magFilter: LinearFilter,
31
+ format: RGBAFormat,
32
+ depthTexture: selectDepthTexture,
33
+ anisotropy: 16,
34
+ });
35
+ const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
36
+ minFilter: LinearFilter,
37
+ magFilter: LinearFilter,
38
+ format: RGBAFormat,
39
+ anisotropy: 16,
40
+ });
41
+ // 独立的 bloom 合成目标:避免 UnrealBloomPass 与 readBuffer 共用同一目标
42
+ // (本版本 UnrealBloomPass 内部把 bloom 叠加回 readBuffer,传入独立 write 目标可规避同目标读写隐患)
43
+ const bloomWriteTarget = new WebGLRenderTarget(1024, 1024, {
44
+ minFilter: LinearFilter,
45
+ magFilter: LinearFilter,
46
+ format: RGBAFormat,
47
+ anisotropy: 16,
48
+ });
49
+ const depthTestShader = new ShaderMaterial({
50
+ uniforms: {
51
+ map: { value: null },
52
+ baseDepth: { value: null },
53
+ selectDepth: { value: null },
54
+ cameraFar: { value: 1000.0 },
55
+ },
56
56
  vertexShader: `
57
57
  ${ShaderChunk.common}
58
58
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -62,7 +62,7 @@ const depthTestShader = new ShaderMaterial({
62
62
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
63
63
  ${ShaderChunk.logdepthbuf_vertex}
64
64
  }
65
- `,
65
+ `,
66
66
  fragmentShader: `
67
67
  ${ShaderChunk.logdepthbuf_pars_fragment}
68
68
  uniform sampler2D map;
@@ -91,121 +91,121 @@ const depthTestShader = new ShaderMaterial({
91
91
  gl_FragColor = texture2D(map, vUv);
92
92
  ${ShaderChunk.logdepthbuf_fragment}
93
93
  }
94
- `,
95
- blending: NoBlending,
96
- depthTest: true,
97
- depthWrite: true,
98
- transparent: true,
99
- });
100
- const blendMaterial = copyShader.clone();
101
- blendMaterial.blending = AdditiveBlending;
102
- const size = new Vector2();
103
- const scene = new Scene();
104
- const bloomPass = new UnrealBloomPass(new Vector2(1024, 1024), 1.5, 0.4, 0.85);
105
- export default function bloom_pass(renderer, camera, object3d, baseRenderTarget, baseDepthTexture, devicePixelRatio) {
106
- const { bloom_enable = false, bloom_threshold = 1.5, bloom_strength = 0.4, bloom_radius = 0.85, } = object3d.userData;
107
- if (!bloom_enable || (bloom_strength === 0) || (bloom_radius === 0)) {
108
- return;
109
- }
110
- bloomPass.threshold = bloom_threshold;
111
- bloomPass.strength = bloom_strength;
112
- bloomPass.radius = bloom_radius;
113
- const originRenderTarget = renderer.getRenderTarget();
114
- // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
115
- // 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
116
- renderer.getSize(size);
117
- size.multiplyScalar(devicePixelRatio);
118
- bloomPass.setSize(size.x, size.y);
119
- selectTextureTarget.setSize(size.x, size.y);
120
- selectDepthTextureTarget.setSize(size.x, size.y);
121
- // 缺陷②修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
122
- // 需手动把 selectDepthTexture 的尺寸与全屏 baseDepth 对齐,否则深度比例错位导致 bloom 被全部 discard
123
- selectDepthTexture.image.width = size.x;
124
- selectDepthTexture.image.height = size.y;
125
- selectDepthTexture.needsUpdate = true;
126
- selectDepthTestTextureTarget.setSize(size.x, size.y);
127
- bloomWriteTarget.setSize(size.x, size.y);
128
- // 缺陷①修复:离屏单独渲染 object3d 时临时 scene 没有灯光,
129
- // 而 Text3D 默认材质 metalness:1 无环境贴图,无光照会渲染成全黑,bloom 提取不到亮度。
130
- // 做法:① 安全挂载并还原 object3d 的 parent(渲染后放回原 parent,避免影响主场景的 matrixWorld);
131
- // ② 把材质临时切到"自发光显色"(emissive = color, emissiveIntensity = 1),
132
- // 让被 bloom 的对象按其可见原色参与 bloom,且不受 MeshStandardMaterial 的 metalness 影响,必定可见。
133
- const parent = object3d.parent;
134
- scene.add(object3d);
135
- // object3d 可能是单 Mesh,也可能是 Group(如 InstancedChild 选择代理含多个代理 Mesh)。
136
- // 统一遍历其下所有网格子节点,收集材质(数组展开、去重、排除 undefined),
137
- // 避免 Group 无 material 属性时访问 undefined.emissive 抛错。
138
- const mats = [];
139
- object3d.traverse((node) => {
140
- const nodeMesh = node;
141
- if (nodeMesh.isMesh) {
142
- const nodeMat = nodeMesh.material;
143
- if (Array.isArray(nodeMat)) {
144
- for (const m of nodeMat)
145
- if (m)
146
- mats.push(m);
147
- }
148
- else if (nodeMat) {
149
- mats.push(nodeMat);
150
- }
151
- }
152
- });
153
- const uniqueMats = Array.from(new Set(mats));
154
- // 暂存每个材质的原 emissive / emissiveIntensity,渲染后还原
155
- const emissiveBackup = uniqueMats.map((mat) => {
156
- const m = mat;
157
- return {
158
- material: mat,
159
- emissive: m.emissive ? m.emissive.clone() : null,
160
- emissiveIntensity: m.emissiveIntensity ?? 0,
161
- };
162
- });
163
- uniqueMats.forEach((mat) => {
164
- const m = mat;
165
- if (m.emissive && m.color) {
166
- m.emissive.copy(m.color);
167
- m.emissiveIntensity = 1;
168
- }
169
- });
170
- try {
171
- renderer.setRenderTarget(selectTextureTarget);
172
- renderer.clear();
173
- renderer.render(scene, camera);
174
- // 单独渲染对象深度到无 MSAA 目标,供 depthTestShader 做遮挡判定(与材质/父节点还原同生命周期)
175
- renderer.setRenderTarget(selectDepthTextureTarget);
176
- renderer.clear();
177
- renderer.render(scene, camera);
178
- }
179
- finally {
180
- // 还原材质 emissive
181
- emissiveBackup.forEach(({ material, emissive, emissiveIntensity }) => {
182
- const m = material;
183
- if (m.emissive) {
184
- if (emissive) {
185
- m.emissive.copy(emissive);
186
- }
187
- m.emissiveIntensity = emissiveIntensity;
188
- }
189
- });
190
- // 还原 parent,避免影响主场景里该对象的 matrixWorld
191
- if (parent) {
192
- parent.add(object3d);
193
- }
194
- else {
195
- scene.remove(object3d);
196
- }
197
- }
198
- renderer.setRenderTarget(selectDepthTestTextureTarget);
199
- renderer.clear();
200
- depthTestShader.uniforms.map.value = baseRenderTarget.texture;
201
- depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
202
- depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
203
- depthTestShader.uniforms.cameraFar.value = camera.far;
204
- fsQuad.render(renderer, depthTestShader);
205
- // 修复:使用独立 write 目标,避免 UnrealBloomPass 就地读写同一目标导致不出图
206
- bloomPass.render(renderer, bloomWriteTarget, selectDepthTestTextureTarget, 0, false);
207
- renderer.setRenderTarget(originRenderTarget);
208
- renderer.clearDepth();
209
- blendMaterial.uniforms.map.value = selectDepthTestTextureTarget.texture;
210
- fsQuad.render(renderer, blendMaterial);
211
- }
94
+ `,
95
+ blending: NoBlending,
96
+ depthTest: true,
97
+ depthWrite: true,
98
+ transparent: true,
99
+ });
100
+ const blendMaterial = copyShader.clone();
101
+ blendMaterial.blending = AdditiveBlending;
102
+ const size = new Vector2();
103
+ const scene = new Scene();
104
+ const bloomPass = new UnrealBloomPass(new Vector2(1024, 1024), 1.5, 0.4, 0.85);
105
+ export default function bloom_pass(renderer, camera, object3d, baseRenderTarget, baseDepthTexture, devicePixelRatio) {
106
+ const { bloom_enable = false, bloom_threshold = 1.5, bloom_strength = 0.4, bloom_radius = 0.85, } = object3d.userData;
107
+ if (!bloom_enable || (bloom_strength === 0) || (bloom_radius === 0)) {
108
+ return;
109
+ }
110
+ bloomPass.threshold = bloom_threshold;
111
+ bloomPass.strength = bloom_strength;
112
+ bloomPass.radius = bloom_radius;
113
+ const originRenderTarget = renderer.getRenderTarget();
114
+ // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
115
+ // 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
116
+ renderer.getSize(size);
117
+ size.multiplyScalar(devicePixelRatio);
118
+ bloomPass.setSize(size.x, size.y);
119
+ selectTextureTarget.setSize(size.x, size.y);
120
+ selectDepthTextureTarget.setSize(size.x, size.y);
121
+ // 缺陷②修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
122
+ // 需手动把 selectDepthTexture 的尺寸与全屏 baseDepth 对齐,否则深度比例错位导致 bloom 被全部 discard
123
+ selectDepthTexture.image.width = size.x;
124
+ selectDepthTexture.image.height = size.y;
125
+ selectDepthTexture.needsUpdate = true;
126
+ selectDepthTestTextureTarget.setSize(size.x, size.y);
127
+ bloomWriteTarget.setSize(size.x, size.y);
128
+ // 缺陷①修复:离屏单独渲染 object3d 时临时 scene 没有灯光,
129
+ // 而 Text3D 默认材质 metalness:1 无环境贴图,无光照会渲染成全黑,bloom 提取不到亮度。
130
+ // 做法:① 安全挂载并还原 object3d 的 parent(渲染后放回原 parent,避免影响主场景的 matrixWorld);
131
+ // ② 把材质临时切到"自发光显色"(emissive = color, emissiveIntensity = 1),
132
+ // 让被 bloom 的对象按其可见原色参与 bloom,且不受 MeshStandardMaterial 的 metalness 影响,必定可见。
133
+ const parent = object3d.parent;
134
+ scene.add(object3d);
135
+ // object3d 可能是单 Mesh,也可能是 Group(如 InstancedChild 选择代理含多个代理 Mesh)。
136
+ // 统一遍历其下所有网格子节点,收集材质(数组展开、去重、排除 undefined),
137
+ // 避免 Group 无 material 属性时访问 undefined.emissive 抛错。
138
+ const mats = [];
139
+ object3d.traverse((node) => {
140
+ const nodeMesh = node;
141
+ if (nodeMesh.isMesh) {
142
+ const nodeMat = nodeMesh.material;
143
+ if (Array.isArray(nodeMat)) {
144
+ for (const m of nodeMat)
145
+ if (m)
146
+ mats.push(m);
147
+ }
148
+ else if (nodeMat) {
149
+ mats.push(nodeMat);
150
+ }
151
+ }
152
+ });
153
+ const uniqueMats = Array.from(new Set(mats));
154
+ // 暂存每个材质的原 emissive / emissiveIntensity,渲染后还原
155
+ const emissiveBackup = uniqueMats.map((mat) => {
156
+ const m = mat;
157
+ return {
158
+ material: mat,
159
+ emissive: m.emissive ? m.emissive.clone() : null,
160
+ emissiveIntensity: m.emissiveIntensity ?? 0,
161
+ };
162
+ });
163
+ uniqueMats.forEach((mat) => {
164
+ const m = mat;
165
+ if (m.emissive && m.color) {
166
+ m.emissive.copy(m.color);
167
+ m.emissiveIntensity = 1;
168
+ }
169
+ });
170
+ try {
171
+ renderer.setRenderTarget(selectTextureTarget);
172
+ renderer.clear();
173
+ renderer.render(scene, camera);
174
+ // 单独渲染对象深度到无 MSAA 目标,供 depthTestShader 做遮挡判定(与材质/父节点还原同生命周期)
175
+ renderer.setRenderTarget(selectDepthTextureTarget);
176
+ renderer.clear();
177
+ renderer.render(scene, camera);
178
+ }
179
+ finally {
180
+ // 还原材质 emissive
181
+ emissiveBackup.forEach(({ material, emissive, emissiveIntensity }) => {
182
+ const m = material;
183
+ if (m.emissive) {
184
+ if (emissive) {
185
+ m.emissive.copy(emissive);
186
+ }
187
+ m.emissiveIntensity = emissiveIntensity;
188
+ }
189
+ });
190
+ // 还原 parent,避免影响主场景里该对象的 matrixWorld
191
+ if (parent) {
192
+ parent.add(object3d);
193
+ }
194
+ else {
195
+ scene.remove(object3d);
196
+ }
197
+ }
198
+ renderer.setRenderTarget(selectDepthTestTextureTarget);
199
+ renderer.clear();
200
+ depthTestShader.uniforms.map.value = baseRenderTarget.texture;
201
+ depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
202
+ depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
203
+ depthTestShader.uniforms.cameraFar.value = camera.far;
204
+ fsQuad.render(renderer, depthTestShader);
205
+ // 修复:使用独立 write 目标,避免 UnrealBloomPass 就地读写同一目标导致不出图
206
+ bloomPass.render(renderer, bloomWriteTarget, selectDepthTestTextureTarget, 0, false);
207
+ renderer.setRenderTarget(originRenderTarget);
208
+ renderer.clearDepth();
209
+ blendMaterial.uniforms.map.value = selectDepthTestTextureTarget.texture;
210
+ fsQuad.render(renderer, blendMaterial);
211
+ }
@@ -1,2 +1,2 @@
1
- import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
2
- export default function cover_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
1
+ import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
2
+ export default function cover_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
@@ -1,64 +1,64 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2024-09-23 21:07:06
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2025-01-28 04:01:58
6
- */
7
- /*
8
- * @Author: xiaosihan
9
- * @Date: 2023-05-09 00:35:17
10
- * @Last Modified by: xiaosihan
11
- * @Last Modified time: 2023-05-09 02:33:28
12
- */
13
- import { Color, DepthFormat, DepthTexture, LinearFilter, RGBAFormat, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
14
- import fsQuad from "./fsQuad";
15
- import { debugDepthState } from "./debugDepthState";
16
- const selectDepthTexture = (() => {
17
- const baseDepthTexture = new DepthTexture(1024, 1024);
18
- baseDepthTexture.format = DepthFormat;
19
- baseDepthTexture.type = UnsignedIntType;
20
- baseDepthTexture.anisotropy = 16;
21
- return baseDepthTexture;
22
- })();
23
- const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
24
- minFilter: LinearFilter,
25
- magFilter: LinearFilter,
26
- format: RGBAFormat,
27
- anisotropy: 16,
28
- // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
29
- // 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,覆盖边缘锯齿。
30
- // 边缘抗锯齿统一由终处理 FXAA 兜底。
31
- });
32
- // 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)
33
- const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
34
- minFilter: LinearFilter,
35
- magFilter: LinearFilter,
36
- format: RGBAFormat,
37
- depthTexture: selectDepthTexture,
38
- anisotropy: 16,
39
- });
40
- const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
41
- minFilter: LinearFilter,
42
- magFilter: LinearFilter,
43
- format: RGBAFormat,
44
- anisotropy: 16,
45
- // 无 MSAA:深度测试 mask 无需抗锯齿,去掉以提速
46
- });
47
- const blur1TextureTarget = new WebGLRenderTarget(1024, 1024, {
48
- minFilter: LinearFilter,
49
- magFilter: LinearFilter,
50
- format: RGBAFormat,
51
- });
52
- const size = new Vector2();
53
- const depthTestShader = new ShaderMaterial({
54
- uniforms: {
55
- color: { value: new Color("#440000") },
56
- opacity: { value: 1 },
57
- depthTest: { value: true },
58
- baseDepth: { value: null },
59
- selectDepth: { value: null },
60
- cameraFar: { value: 1000.0 },
61
- },
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2024-09-23 21:07:06
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2025-01-28 04:01:58
6
+ */
7
+ /*
8
+ * @Author: xiaosihan
9
+ * @Date: 2023-05-09 00:35:17
10
+ * @Last Modified by: xiaosihan
11
+ * @Last Modified time: 2023-05-09 02:33:28
12
+ */
13
+ import { Color, DepthFormat, DepthTexture, LinearFilter, RGBAFormat, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
14
+ import fsQuad from "./fsQuad";
15
+ import { debugDepthState } from "./debugDepthState";
16
+ const selectDepthTexture = (() => {
17
+ const baseDepthTexture = new DepthTexture(1024, 1024);
18
+ baseDepthTexture.format = DepthFormat;
19
+ baseDepthTexture.type = UnsignedIntType;
20
+ baseDepthTexture.anisotropy = 16;
21
+ return baseDepthTexture;
22
+ })();
23
+ const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
24
+ minFilter: LinearFilter,
25
+ magFilter: LinearFilter,
26
+ format: RGBAFormat,
27
+ anisotropy: 16,
28
+ // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
29
+ // 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,覆盖边缘锯齿。
30
+ // 边缘抗锯齿统一由终处理 FXAA 兜底。
31
+ });
32
+ // 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)
33
+ const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
34
+ minFilter: LinearFilter,
35
+ magFilter: LinearFilter,
36
+ format: RGBAFormat,
37
+ depthTexture: selectDepthTexture,
38
+ anisotropy: 16,
39
+ });
40
+ const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
41
+ minFilter: LinearFilter,
42
+ magFilter: LinearFilter,
43
+ format: RGBAFormat,
44
+ anisotropy: 16,
45
+ // 无 MSAA:深度测试 mask 无需抗锯齿,去掉以提速
46
+ });
47
+ const blur1TextureTarget = new WebGLRenderTarget(1024, 1024, {
48
+ minFilter: LinearFilter,
49
+ magFilter: LinearFilter,
50
+ format: RGBAFormat,
51
+ });
52
+ const size = new Vector2();
53
+ const depthTestShader = new ShaderMaterial({
54
+ uniforms: {
55
+ color: { value: new Color("#440000") },
56
+ opacity: { value: 1 },
57
+ depthTest: { value: true },
58
+ baseDepth: { value: null },
59
+ selectDepth: { value: null },
60
+ cameraFar: { value: 1000.0 },
61
+ },
62
62
  vertexShader: `
63
63
  ${ShaderChunk.common}
64
64
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -68,7 +68,7 @@ const depthTestShader = new ShaderMaterial({
68
68
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
69
69
  ${ShaderChunk.logdepthbuf_vertex}
70
70
  }
71
- `,
71
+ `,
72
72
  fragmentShader: `
73
73
  ${ShaderChunk.logdepthbuf_pars_fragment}
74
74
  uniform vec3 color;
@@ -108,49 +108,49 @@ const depthTestShader = new ShaderMaterial({
108
108
 
109
109
  ${ShaderChunk.logdepthbuf_fragment}
110
110
  }
111
- `,
112
- depthTest: true,
113
- depthWrite: true,
114
- transparent: true,
115
- });
116
- const scene = new Scene();
117
- export default function cover_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
118
- const { cover_enable = false, cover_color = "#04fa12", cover_opacity = 1, cover_depth_test = true, } = object3d.userData;
119
- if (!cover_enable || cover_opacity === 0) {
120
- return;
121
- }
122
- const originRenderTarget = renderer.getRenderTarget();
123
- // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
124
- // 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
125
- renderer.getSize(size);
126
- size.multiplyScalar(devicePixelRatio);
127
- selectTextureTarget.setSize(size.x, size.y);
128
- selectDepthTextureTarget.setSize(size.x, size.y);
129
- // 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
130
- // 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致颜色覆盖被错误 discard
131
- selectDepthTexture.image.width = size.x;
132
- selectDepthTexture.image.height = size.y;
133
- selectDepthTexture.needsUpdate = true;
134
- selectDepthTestTextureTarget.setSize(size.x, size.y);
135
- blur1TextureTarget.setSize(size.x, size.y);
136
- renderer.setRenderTarget(selectTextureTarget);
137
- scene.children = [object3d];
138
- renderer.clear();
139
- renderer.render(scene, camera);
140
- // 单独渲染对象深度到无 MSAA 目标,供 depthTestShader 做遮挡判定
141
- renderer.setRenderTarget(selectDepthTextureTarget);
142
- scene.children = [object3d];
143
- renderer.clear();
144
- renderer.render(scene, camera);
145
- // 调试:记录选区深度,供面板「深度判定图 / 辉光深度比对」排查 cover 的遮挡判定
146
- debugDepthState.lastSelectDepth = selectDepthTexture;
147
- renderer.setRenderTarget(originRenderTarget);
148
- renderer.clearDepth();
149
- depthTestShader.uniforms.color.value.set(cover_color);
150
- depthTestShader.uniforms.opacity.value = cover_opacity;
151
- depthTestShader.uniforms.depthTest.value = cover_depth_test;
152
- depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
153
- depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
154
- depthTestShader.uniforms.cameraFar.value = camera.far;
155
- fsQuad.render(renderer, depthTestShader);
156
- }
111
+ `,
112
+ depthTest: true,
113
+ depthWrite: true,
114
+ transparent: true,
115
+ });
116
+ const scene = new Scene();
117
+ export default function cover_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
118
+ const { cover_enable = false, cover_color = "#04fa12", cover_opacity = 1, cover_depth_test = true, } = object3d.userData;
119
+ if (!cover_enable || cover_opacity === 0) {
120
+ return;
121
+ }
122
+ const originRenderTarget = renderer.getRenderTarget();
123
+ // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
124
+ // 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
125
+ renderer.getSize(size);
126
+ size.multiplyScalar(devicePixelRatio);
127
+ selectTextureTarget.setSize(size.x, size.y);
128
+ selectDepthTextureTarget.setSize(size.x, size.y);
129
+ // 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
130
+ // 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致颜色覆盖被错误 discard
131
+ selectDepthTexture.image.width = size.x;
132
+ selectDepthTexture.image.height = size.y;
133
+ selectDepthTexture.needsUpdate = true;
134
+ selectDepthTestTextureTarget.setSize(size.x, size.y);
135
+ blur1TextureTarget.setSize(size.x, size.y);
136
+ renderer.setRenderTarget(selectTextureTarget);
137
+ scene.children = [object3d];
138
+ renderer.clear();
139
+ renderer.render(scene, camera);
140
+ // 单独渲染对象深度到无 MSAA 目标,供 depthTestShader 做遮挡判定
141
+ renderer.setRenderTarget(selectDepthTextureTarget);
142
+ scene.children = [object3d];
143
+ renderer.clear();
144
+ renderer.render(scene, camera);
145
+ // 调试:记录选区深度,供面板「深度判定图 / 辉光深度比对」排查 cover 的遮挡判定
146
+ debugDepthState.lastSelectDepth = selectDepthTexture;
147
+ renderer.setRenderTarget(originRenderTarget);
148
+ renderer.clearDepth();
149
+ depthTestShader.uniforms.color.value.set(cover_color);
150
+ depthTestShader.uniforms.opacity.value = cover_opacity;
151
+ depthTestShader.uniforms.depthTest.value = cover_depth_test;
152
+ depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
153
+ depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
154
+ depthTestShader.uniforms.cameraFar.value = camera.far;
155
+ fsQuad.render(renderer, depthTestShader);
156
+ }
@@ -1,20 +1,20 @@
1
- import type { DepthTexture } from "three";
2
- /**
3
- * 深度调试预览模式(面板按钮与控制台 `window.__TB_DEBUG_DEPTH` 共用同一枚举):
4
- * - "none" :正常渲染(默认)
5
- * - "global" :全局深度图(baseDepthTexture,排除地板)
6
- * - "ao" :AO 深度图(aoDepthTexture,含地板)
7
- * - "compare" :R=base 深度、G=选区 select 深度(对数反解后归一化)
8
- * - "judge" :R=base 原始深度、G=select 原始深度、B=判定结果(1=判为被遮挡应 discard)
9
- * - "excluded":深度图灰度 + 「被排除出深度图的面」叠红(红=挡不住任何后处理)
10
- */
11
- export type DebugDepthMode = "none" | "global" | "ao" | "compare" | "judge" | "excluded";
12
- /**
13
- * 调试用全局状态:记录最近一次 glow_pass / stroke_pass 渲染的「选区自身深度图」(selectDepth)。
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- * 供 ThreeBase 渲染末尾的「辉光深度比对」调试视图读取(R=全局 base 深度,G=选区 select 深度),
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- * 让用户一眼看出到底是「全局 base 深度没写进」还是「选区自身深度没写进」。
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- * 由各 pass 在渲染完 selectDepth 后写入;每帧会被最后一个被处理的可见对象覆盖(调试够用)。
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- */
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- export declare const debugDepthState: {
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- lastSelectDepth: DepthTexture | null;
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- };
1
+ import type { DepthTexture } from "three";
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+ /**
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+ * 深度调试预览模式(面板按钮与控制台 `window.__TB_DEBUG_DEPTH` 共用同一枚举):
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+ * - "none" :正常渲染(默认)
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+ * - "global" :全局深度图(baseDepthTexture,排除地板)
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+ * - "ao" :AO 深度图(aoDepthTexture,含地板)
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+ * - "compare" :R=base 深度、G=选区 select 深度(对数反解后归一化)
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+ * - "judge" :R=base 原始深度、G=select 原始深度、B=判定结果(1=判为被遮挡应 discard)
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+ * - "excluded":深度图灰度 + 「被排除出深度图的面」叠红(红=挡不住任何后处理)
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+ */
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+ export type DebugDepthMode = "none" | "global" | "ao" | "compare" | "judge" | "excluded";
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+ /**
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+ * 调试用全局状态:记录最近一次 glow_pass / stroke_pass 渲染的「选区自身深度图」(selectDepth)。
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+ * 供 ThreeBase 渲染末尾的「辉光深度比对」调试视图读取(R=全局 base 深度,G=选区 select 深度),
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+ * 让用户一眼看出到底是「全局 base 深度没写进」还是「选区自身深度没写进」。
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+ * 由各 pass 在渲染完 selectDepth 后写入;每帧会被最后一个被处理的可见对象覆盖(调试够用)。
17
+ */
18
+ export declare const debugDepthState: {
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+ lastSelectDepth: DepthTexture | null;
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+ };