three-base 2.0.142 → 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 +6 -6
- package/DirectionalLight.js +68 -68
- package/EventMap.d.ts +103 -103
- package/EventMap.js +17 -17
- package/EventMesh.d.ts +18 -18
- package/EventMesh.js +59 -59
- package/ExtrudeMesh.d.ts +112 -112
- package/ExtrudeMesh.js +342 -342
- package/FPScontrol.d.ts +511 -511
- package/FPScontrol.js +1799 -1799
- package/FPScontrol.ts +1855 -1855
- package/Fire/Fire.d.ts +28 -28
- package/Fire/Fire.js +80 -80
- package/Fire/FireGeometry.d.ts +9 -9
- package/Fire/FireGeometry.js +40 -40
- package/Fire/FireMaterial.d.ts +28 -28
- package/Fire/FireMaterial.js +32 -32
- package/Fire/index.d.ts +2 -2
- package/Fire/index.js +2 -2
- package/GLTFDracoLoader.d.ts +71 -71
- package/GLTFDracoLoader.js +266 -266
- package/GLTFDracoLoader.ts +1 -1
- package/Grass/Grass.d.ts +8 -8
- package/Grass/Grass.js +38 -38
- package/Grass/index.d.ts +2 -2
- package/Grass/index.js +2 -2
- package/Ground1/Ground1.d.ts +10 -10
- package/Ground1/Ground1.js +71 -71
- package/Ground1/index.d.ts +1 -1
- package/Ground1/index.js +1 -1
- package/MeshBase.d.ts +36 -36
- package/MeshBase.js +247 -247
- package/Mirror.d.ts +25 -25
- package/Mirror.js +143 -143
- package/MktMesh/MktMesh.d.ts +301 -291
- package/MktMesh/MktMesh.js +1064 -1045
- package/MktMesh/MktMesh.ts +32 -11
- package/MktMesh/assetUrl.d.ts +59 -35
- package/MktMesh/assetUrl.js +154 -69
- package/MktMesh/assetUrl.ts +155 -69
- package/MktMesh/mktMappingShader.d.ts +12 -12
- package/MktMesh/mktMappingShader.js +138 -138
- package/MktMesh/mktMappingShader.ts +139 -139
- package/MktMesh/mktShader.d.ts +263 -263
- package/MktMesh/mktShader.js +1236 -1236
- package/MktMesh/mktShader.ts +1344 -1344
- package/MktMesh/panoBitmapTexture.d.ts +25 -25
- package/MktMesh/panoBitmapTexture.js +52 -52
- package/MktMesh/panoBitmapTexture.ts +54 -54
- package/MktMesh/panoSlotBind.d.ts +29 -29
- package/MktMesh/panoSlotBind.js +106 -106
- package/MktMesh/panoSlotBind.ts +153 -153
- package/MktMesh/panoSlotRoster.d.ts +22 -22
- package/MktMesh/panoSlotRoster.js +169 -169
- package/MktMesh/panoSlotRoster.ts +168 -168
- package/MktMesh/panoTileStitcher.d.ts +119 -119
- package/MktMesh/panoTileStitcher.js +529 -529
- package/MktMesh/panoTileStitcher.ts +616 -616
- package/MktMesh/types.d.ts +75 -75
- package/MktMesh/types.js +1 -1
- package/MktMesh/wallCapTessellate.d.ts +33 -33
- package/MktMesh/wallCapTessellate.js +97 -97
- package/MktMesh/wallCapTessellate.ts +68 -68
- package/PipeMesh/PathGeometry.d.ts +44 -44
- package/PipeMesh/PathGeometry.js +307 -307
- package/PipeMesh/PathPoint.d.ts +17 -17
- package/PipeMesh/PathPoint.js +31 -31
- package/PipeMesh/PathPointList.d.ts +31 -31
- package/PipeMesh/PathPointList.js +209 -209
- package/PipeMesh/PathTubeGeometry.d.ts +25 -25
- package/PipeMesh/PathTubeGeometry.js +130 -130
- package/PipeMesh/PipeMesh.d.ts +25 -25
- package/PipeMesh/PipeMesh.js +63 -63
- package/PipeMesh/index.d.ts +1 -1
- package/PipeMesh/index.js +1 -1
- package/PlaneModal1/PlaneModal1.d.ts +34 -34
- package/PlaneModal1/PlaneModal1.js +109 -109
- package/PlaneModal1/index.d.ts +1 -1
- package/PlaneModal1/index.js +1 -1
- package/PlaneText.d.ts +27 -27
- package/PlaneText.js +35 -35
- package/PlaneWithHtml.d.ts +13 -13
- package/PlaneWithHtml.js +64 -64
- package/PointLight/PointLight.d.ts +13 -13
- package/PointLight/PointLight.js +64 -64
- package/PointLight/index.d.ts +1 -1
- package/PointLight/index.js +1 -1
- package/Sky/Sky.d.ts +9 -9
- package/Sky/Sky.js +22 -22
- package/Sky/index.d.ts +1 -1
- package/Sky/index.js +1 -1
- package/SpotLight.d.ts +6 -6
- package/SpotLight.js +72 -72
- package/SpriteModal1/SpriteModal1.d.ts +33 -33
- package/SpriteModal1/SpriteModal1.js +116 -116
- package/SpriteModal1/index.d.ts +1 -1
- package/SpriteModal1/index.js +1 -1
- package/SpriteText.d.ts +46 -46
- package/SpriteText.js +176 -176
- package/SpriteText2.d.ts +48 -48
- package/SpriteText2.js +223 -223
- package/SpriteText3.d.ts +86 -86
- package/SpriteText3.js +517 -517
- package/SpriteText3.ts +599 -599
- package/SpriteWithHtml.d.ts +9 -9
- package/SpriteWithHtml.js +44 -44
- package/Text3D/Text3D.d.ts +20 -20
- package/Text3D/Text3D.js +58 -58
- package/Text3D/fontController.d.ts +60 -60
- package/Text3D/fontController.js +166 -166
- package/Text3D/index.d.ts +1 -1
- package/Text3D/index.js +1 -1
- package/ThreeBase.d.ts +248 -248
- package/ThreeBase.js +1202 -1202
- package/ThreeBase.ts +1314 -1314
- package/ThreeMouse.d.ts +53 -54
- package/ThreeMouse.js +453 -453
- package/Transition.d.ts +45 -45
- package/Transition.js +209 -209
- package/Water/Water.d.ts +5 -5
- package/Water/Water.js +44 -44
- package/Water/index.d.ts +2 -2
- package/Water/index.js +2 -2
- package/WaterFlow/FloatingDuck.d.ts +88 -88
- package/WaterFlow/FloatingDuck.js +307 -307
- package/WaterFlow/FloatingDuck.ts +445 -445
- package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
- package/WaterFlow/GPUFluidSimulation.js +781 -781
- package/WaterFlow/GPUFluidSimulation.ts +827 -827
- package/WaterFlow/ReservoirSystem.d.ts +106 -106
- package/WaterFlow/ReservoirSystem.js +611 -611
- package/WaterFlow/ReservoirSystem.ts +754 -754
- package/WaterFlow/SPHField.d.ts +35 -35
- package/WaterFlow/SPHField.js +203 -203
- package/WaterFlow/SPHField.ts +228 -228
- package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
- package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
- package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
- package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
- package/WaterFlow/ShallowWaterSurface.js +438 -438
- package/WaterFlow/ShallowWaterSurface.ts +510 -510
- package/WaterFlow/WaterFlow.d.ts +87 -87
- package/WaterFlow/WaterFlow.js +171 -171
- package/WaterFlow/WaterFlow.ts +219 -219
- package/WaterFlow/types.d.ts +161 -161
- package/WaterFlow/types.js +1 -1
- package/WaterFlow/types.ts +189 -189
- package/WaterFlow/waterFlowPass.d.ts +3 -3
- package/WaterFlow/waterFlowPass.js +20 -20
- package/WaterFlow/waterFlowPass.ts +40 -40
- package/collisionOBB.d.ts +42 -42
- package/collisionOBB.js +112 -112
- package/collisionOBB.ts +108 -108
- package/declare.d.ts +25 -25
- package/index.d.ts +1 -1
- package/index.js +1 -1
- package/instanced/InstancedBatch.d.ts +57 -57
- package/instanced/InstancedBatch.js +348 -348
- package/instanced/InstancedBatch.ts +406 -406
- package/instanced/InstancedChild.d.ts +174 -174
- package/instanced/InstancedChild.js +264 -264
- package/instanced/InstancedChild.ts +327 -327
- package/instanced/InstancedGroup.d.ts +43 -43
- package/instanced/InstancedGroup.js +126 -126
- package/instanced/InstancedGroup.ts +137 -137
- package/instanced/InstancedMeshBase.d.ts +38 -38
- package/instanced/InstancedMeshBase.js +282 -282
- package/instanced/InstancedTemplate.d.ts +46 -46
- package/instanced/InstancedTemplate.js +125 -125
- package/keyControls.d.ts +29 -30
- package/keyControls.js +101 -101
- package/lensflare/LensFlare.d.ts +39 -39
- package/lensflare/LensFlare.js +284 -284
- package/package.json +6 -1
- package/pass/bloom_pass.d.ts +2 -2
- package/pass/bloom_pass.js +174 -174
- package/pass/cover_pass.d.ts +2 -2
- package/pass/cover_pass.js +108 -108
- package/pass/debugDepthState.d.ts +20 -20
- package/pass/debugDepthState.js +9 -9
- package/pass/debugDepthState.ts +22 -22
- package/pass/depthTestBias.d.ts +12 -12
- package/pass/depthTestBias.js +12 -12
- package/pass/depthTestBias.ts +12 -12
- package/pass/effectUserData.d.ts +27 -27
- package/pass/effectUserData.js +1 -1
- package/pass/effectUserData.ts +46 -46
- package/pass/frosted_glass_pass.d.ts +2 -2
- package/pass/frosted_glass_pass.js +150 -150
- package/pass/fsQuad.d.ts +9 -9
- package/pass/fsQuad.js +28 -28
- package/pass/glow_pass.d.ts +2 -2
- package/pass/glow_pass.js +350 -350
- package/pass/screen_bloom_pass.d.ts +11 -11
- package/pass/screen_bloom_pass.js +136 -136
- package/pass/ssao_pass.d.ts +88 -88
- package/pass/ssao_pass.js +799 -799
- package/pass/ssao_pass.ts +918 -918
- package/pass/stroke_pass.d.ts +2 -2
- package/pass/stroke_pass.js +267 -267
- package/shaders/FXAAShaderMaterial.d.ts +3 -3
- package/shaders/FXAAShaderMaterial.js +20 -20
- package/shaders/baseDepthVisShader.d.ts +11 -11
- package/shaders/baseDepthVisShader.js +36 -36
- package/shaders/baseDepthVisShader.ts +36 -36
- package/shaders/baseTextureToRenderShader.d.ts +2 -2
- package/shaders/baseTextureToRenderShader.js +19 -19
- package/shaders/copyShader.d.ts +3 -3
- package/shaders/copyShader.js +13 -13
- package/shaders/debugDepthCompareShader.d.ts +14 -14
- package/shaders/debugDepthCompareShader.js +49 -49
- package/shaders/debugDepthCompareShader.ts +50 -50
- package/shaders/debugDepthJudgeShader.d.ts +18 -18
- package/shaders/debugDepthJudgeShader.js +52 -52
- package/shaders/debugDepthJudgeShader.ts +54 -54
- package/shaders/debugExcludedShader.d.ts +13 -13
- package/shaders/debugExcludedShader.js +46 -46
- package/shaders/debugExcludedShader.ts +48 -48
- package/spriteTextBg.d.ts +1 -1
- package/spriteTextBg.js +20 -20
- package/spriteTextBg.ts +20 -20
- package/threeLoader.d.ts +35 -35
- package/threeLoader.js +518 -518
- package/threeUtils.d.ts +53 -53
- package/threeUtils.js +329 -329
- package/types.d.ts +2 -2
- package/types.js +6 -6
package/pass/glow_pass.js
CHANGED
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 00:35:17
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2025-01-28 04:13:16
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*/
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import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, AdditiveBlending, 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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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 = 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,辉光边缘锯齿。
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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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depthTexture: selectDepthTexture,
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anisotropy: 16,
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});
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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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// 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 blur1TextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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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, {
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minFilter: LinearFilter,
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const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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// 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
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const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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const size = new Vector2();
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const depthTestShader = new ShaderMaterial({
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uniforms: {
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baseDepth: { value: null },
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selectDepth: { value: null },
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cameraFar: { value: 1000.0 },
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},
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 00:35:17
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2025-01-28 04:13:16
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*/
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import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, AdditiveBlending, 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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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 = 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,辉光边缘锯齿。
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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 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 blur1TextureTarget = 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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});
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const blur2TextureTarget = 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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});
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// 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随 mask 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, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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});
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const selectDepthBlurTextureTarget = 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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});
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// 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
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const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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});
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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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`,
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fragmentShader: `
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uniform sampler2D map;
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const gaussianBlurHShader = new RawShaderMaterial({
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`,
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const gaussianBlurHShader = new RawShaderMaterial({
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attribute vec3 position;
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precision highp float;
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const gaussianBlurVShader = new RawShaderMaterial({
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});
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const gaussianBlurVShader = new RawShaderMaterial({
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attribute vec3 position;
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attribute vec2 uv;
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}`,
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}`,
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fragmentShader: `
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#ifdef GL_ES
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precision highp float;
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@@ -203,22 +203,22 @@ const gaussianBlurVShader = new RawShaderMaterial({
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}
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}`,
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});
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// 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,
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// 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),
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// 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)。
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const depthMinBlurShader = new ShaderMaterial({
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uniforms: {
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tDepth: { value: null },
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resolution: { value: new Vector2(1 / 512, 1 / 512) },
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radius: { value: 1.0 },
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direction: { value: new Vector2(1, 0) },
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},
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}`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true,
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});
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// 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,
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// 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),
|
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// 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)。
|
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const depthMinBlurShader = new ShaderMaterial({
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uniforms: {
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tDepth: { value: null },
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resolution: { value: new Vector2(1 / 512, 1 / 512) },
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radius: { value: 1.0 },
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direction: { value: new Vector2(1, 0) },
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},
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vertexShader: `
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|
${ShaderChunk.common}
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${ShaderChunk.logdepthbuf_pars_vertex}
|
|
@@ -228,7 +228,7 @@ const depthMinBlurShader = new ShaderMaterial({
|
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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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|
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`,
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`,
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fragmentShader: `
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|
${ShaderChunk.logdepthbuf_pars_fragment}
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uniform sampler2D tDepth;
|
|
@@ -249,20 +249,20 @@ const depthMinBlurShader = new ShaderMaterial({
|
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|
gl_FragColor = vec4(minD, 0.0, 0.0, 1.0);
|
|
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${ShaderChunk.logdepthbuf_fragment}
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}
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`,
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blending: NoBlending,
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|
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});
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|
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const glowCompositeShader = new RawShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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color: { value: new Color("#0f0") },
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opacity: { value: 1.0 },
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threshold: { value: 0.0 },
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intensity: { value: 1.0 },
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},
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`,
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blending: NoBlending,
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|
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depthTest: false,
|
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|
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depthWrite: false,
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|
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|
+
});
|
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|
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const glowCompositeShader = new RawShaderMaterial({
|
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|
+
uniforms: {
|
|
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|
+
tDiffuse: { value: null },
|
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color: { value: new Color("#0f0") },
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opacity: { value: 1.0 },
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threshold: { value: 0.0 },
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intensity: { value: 1.0 },
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},
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|
vertexShader: `
|
|
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|
attribute vec3 position;
|
|
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|
attribute vec2 uv;
|
|
@@ -270,7 +270,7 @@ const glowCompositeShader = new RawShaderMaterial({
|
|
|
270
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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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|
-
}`,
|
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|
+
}`,
|
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|
fragmentShader: `
|
|
275
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|
#ifdef GL_ES
|
|
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|
precision highp float;
|
|
@@ -295,54 +295,54 @@ const glowCompositeShader = new RawShaderMaterial({
|
|
|
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|
|
|
296
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
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|
gl_FragColor = vec4(color * intensity, alpha * opacity);
|
|
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|
-
}`,
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|
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|
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|
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|
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|
|
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|
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|
|
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|
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|
|
303
|
-
});
|
|
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
|
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// 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
|
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// ⚠️ 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。
|
|
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|
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const thinHighlightShader = new RawShaderMaterial({
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|
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tMask: { value: null },
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color: { value: new Color("#0f0") },
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uWidth: { value: 1.0 },
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opacity: { value: 1.0 },
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intensity: { value: 1.0 },
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|
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|
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uDebugVis: { value: 0.0 },
|
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|
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offset: {
|
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|
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value: [
|
|
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|
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new Vector2(0.000, 1.000),
|
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|
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new Vector2(0.259, 0.966),
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new Vector2(0.500, 0.866),
|
|
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new Vector2(0.707, 0.707),
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new Vector2(0.866, 0.500),
|
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new Vector2(0.966, 0.259),
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|
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|
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new Vector2(1.000, 0.000),
|
|
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|
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new Vector2(0.966, -0.259),
|
|
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|
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new Vector2(0.866, -0.500),
|
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|
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new Vector2(0.707, -0.707),
|
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|
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new Vector2(0.500, -0.866),
|
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|
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new Vector2(0.259, -0.966),
|
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|
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new Vector2(0.000, -1.000),
|
|
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|
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new Vector2(-0.259, -0.966),
|
|
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|
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|
|
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|
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new Vector2(-0.707, -0.707),
|
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|
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new Vector2(-0.866, -0.500),
|
|
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|
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new Vector2(-0.966, -0.259),
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|
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|
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new Vector2(-1.000, -0.000),
|
|
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|
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new Vector2(-0.966, 0.259),
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|
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|
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new Vector2(-0.866, 0.500),
|
|
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|
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new Vector2(-0.707, 0.707),
|
|
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|
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new Vector2(-0.500, 0.866),
|
|
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|
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new Vector2(-0.259, 0.966)
|
|
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|
-
]
|
|
344
|
-
}
|
|
345
|
-
},
|
|
298
|
+
}`,
|
|
299
|
+
blending: NoBlending,
|
|
300
|
+
depthTest: false,
|
|
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|
+
depthWrite: false,
|
|
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|
+
transparent: true,
|
|
303
|
+
});
|
|
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") },
|
|
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|
+
uWidth: { value: 1.0 },
|
|
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|
+
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
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+
}
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+
},
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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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@@ -350,7 +350,7 @@ const thinHighlightShader = new RawShaderMaterial({
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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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-
}`,
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+
}`,
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fragmentShader: `
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#ifdef GL_ES
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precision highp float;
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@@ -396,18 +396,18 @@ const thinHighlightShader = new RawShaderMaterial({
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// 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。
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vec3 hl = mix(color, vec3(1.0), 0.3) * 1.2;
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gl_FragColor = vec4(hl, rim * opacity);
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-
}`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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const filterSelectShader = new RawShaderMaterial({
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uniforms: {
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selectTexture: { value: null },
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blurTexture: { value: null },
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opacity: { value: 1 },
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-
},
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+
}`,
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+
blending: NoBlending,
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+
depthTest: false,
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+
depthWrite: false,
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+
transparent: true
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+
});
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+
const filterSelectShader = new RawShaderMaterial({
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+
uniforms: {
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+
selectTexture: { value: null },
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+
blurTexture: { value: null },
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+
opacity: { value: 1 },
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+
},
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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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@@ -416,7 +416,7 @@ const filterSelectShader = new RawShaderMaterial({
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416
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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}
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-
`,
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+
`,
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fragmentShader: `
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|
#ifdef GL_ES
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422
422
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precision highp float;
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@@ -437,16 +437,16 @@ const filterSelectShader = new RawShaderMaterial({
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437
437
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438
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gl_FragColor = glowColor;
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|
}
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|
-
`,
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|
-
blending: NormalBlending,
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|
-
depthTest: false,
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|
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depthWrite: false,
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444
|
-
transparent: true,
|
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445
|
-
});
|
|
446
|
-
const copyShader = new ShaderMaterial({
|
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447
|
-
uniforms: {
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448
|
-
map: { value: null },
|
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449
|
-
},
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|
+
`,
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|
+
blending: NormalBlending,
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442
|
+
depthTest: false,
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443
|
+
depthWrite: false,
|
|
444
|
+
transparent: true,
|
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445
|
+
});
|
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446
|
+
const copyShader = new ShaderMaterial({
|
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447
|
+
uniforms: {
|
|
448
|
+
map: { value: null },
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|
+
},
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|
vertexShader: `
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451
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|
${ShaderChunk.common}
|
|
452
452
|
${ShaderChunk.logdepthbuf_pars_vertex}
|
|
@@ -456,7 +456,7 @@ const copyShader = new ShaderMaterial({
|
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456
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|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
457
457
|
${ShaderChunk.logdepthbuf_vertex}
|
|
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|
}
|
|
459
|
-
`,
|
|
459
|
+
`,
|
|
460
460
|
fragmentShader: `
|
|
461
461
|
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
462
462
|
uniform sampler2D map;
|
|
@@ -465,143 +465,143 @@ const copyShader = new ShaderMaterial({
|
|
|
465
465
|
gl_FragColor = texture2D(map, vUv);
|
|
466
466
|
${ShaderChunk.logdepthbuf_fragment}
|
|
467
467
|
}
|
|
468
|
-
`,
|
|
469
|
-
depthTest: true,
|
|
470
|
-
depthWrite: true,
|
|
471
|
-
transparent: true,
|
|
472
|
-
});
|
|
473
|
-
const scene = new Scene();
|
|
474
|
-
export default function glow_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
|
|
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
|
|
476
|
-
} = object3d.userData;
|
|
477
|
-
if (!glow_enable || glow_width === 0) {
|
|
478
|
-
return;
|
|
479
|
-
}
|
|
480
|
-
const originRenderTarget = renderer.getRenderTarget();
|
|
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
|
|
483
|
-
renderer.getSize(size);
|
|
484
|
-
size.multiplyScalar(devicePixelRatio);
|
|
485
|
-
selectTextureTarget.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);
|
|
493
|
-
blur1TextureTarget.setSize(size.x, size.y);
|
|
494
|
-
blur2TextureTarget.setSize(size.x, size.y);
|
|
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)
|
|
499
|
-
renderer.setRenderTarget(selectTextureTarget);
|
|
500
|
-
scene.children = [object3d];
|
|
501
|
-
renderer.clear();
|
|
502
|
-
renderer.render(scene, camera);
|
|
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);
|
|
513
|
-
renderer.clear();
|
|
514
|
-
depthTestShader.uniforms.map.value = selectTextureTarget.texture;
|
|
515
|
-
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
516
|
-
depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
|
|
517
|
-
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
518
|
-
fsQuad.render(renderer, depthTestShader);
|
|
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;
|
|
521
|
-
gaussianBlurHShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
522
|
-
gaussianBlurVShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
523
|
-
gaussianBlurHShader.uniforms.radius.value = blurRadius;
|
|
524
|
-
gaussianBlurVShader.uniforms.radius.value = blurRadius;
|
|
525
|
-
gaussianBlurHShader.uniforms.sigma.value = glow_sigma;
|
|
526
|
-
gaussianBlurVShader.uniforms.sigma.value = glow_sigma;
|
|
527
|
-
renderer.setRenderTarget(blur1TextureTarget);
|
|
528
|
-
renderer.clear();
|
|
529
|
-
gaussianBlurHShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
|
|
530
|
-
fsQuad.render(renderer, gaussianBlurHShader);
|
|
531
|
-
renderer.setRenderTarget(blur2TextureTarget);
|
|
532
|
-
renderer.clear();
|
|
533
|
-
gaussianBlurVShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
534
|
-
fsQuad.render(renderer, gaussianBlurVShader);
|
|
535
|
-
if (glow_iterations > 1) {
|
|
536
|
-
for (let i = 1; i < glow_iterations; i++) {
|
|
537
|
-
renderer.setRenderTarget(blur1TextureTarget);
|
|
538
|
-
renderer.clear();
|
|
539
|
-
gaussianBlurHShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
540
|
-
fsQuad.render(renderer, gaussianBlurHShader);
|
|
541
|
-
renderer.setRenderTarget(blur2TextureTarget);
|
|
542
|
-
renderer.clear();
|
|
543
|
-
gaussianBlurVShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
544
|
-
fsQuad.render(renderer, gaussianBlurVShader);
|
|
545
|
-
}
|
|
546
|
-
}
|
|
547
|
-
// 5. 辉光合成(上色「最终外扩辉光」blur2 → blur1)
|
|
548
|
-
renderer.setRenderTarget(blur1TextureTarget);
|
|
549
|
-
renderer.clear();
|
|
550
|
-
glowCompositeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
551
|
-
glowCompositeShader.uniforms.color.value.set(glow_color);
|
|
552
|
-
glowCompositeShader.uniforms.opacity.value = 1.0;
|
|
553
|
-
glowCompositeShader.uniforms.threshold.value = glow_threshold;
|
|
554
|
-
glowCompositeShader.uniforms.intensity.value = glow_intensity;
|
|
555
|
-
fsQuad.render(renderer, glowCompositeShader);
|
|
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)。
|
|
583
|
-
renderer.setRenderTarget(originRenderTarget);
|
|
584
|
-
filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
|
|
585
|
-
filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
|
|
586
|
-
filterSelectShader.uniforms.opacity.value = glow_opacity;
|
|
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;
|
|
589
|
-
fsQuad.render(renderer, filterSelectShader);
|
|
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
|
-
}
|
|
607
|
-
}
|
|
468
|
+
`,
|
|
469
|
+
depthTest: true,
|
|
470
|
+
depthWrite: true,
|
|
471
|
+
transparent: true,
|
|
472
|
+
});
|
|
473
|
+
const scene = new Scene();
|
|
474
|
+
export default function glow_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
|
|
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
|
|
476
|
+
} = object3d.userData;
|
|
477
|
+
if (!glow_enable || glow_width === 0) {
|
|
478
|
+
return;
|
|
479
|
+
}
|
|
480
|
+
const originRenderTarget = renderer.getRenderTarget();
|
|
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
|
|
483
|
+
renderer.getSize(size);
|
|
484
|
+
size.multiplyScalar(devicePixelRatio);
|
|
485
|
+
selectTextureTarget.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);
|
|
493
|
+
blur1TextureTarget.setSize(size.x, size.y);
|
|
494
|
+
blur2TextureTarget.setSize(size.x, size.y);
|
|
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)
|
|
499
|
+
renderer.setRenderTarget(selectTextureTarget);
|
|
500
|
+
scene.children = [object3d];
|
|
501
|
+
renderer.clear();
|
|
502
|
+
renderer.render(scene, camera);
|
|
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);
|
|
513
|
+
renderer.clear();
|
|
514
|
+
depthTestShader.uniforms.map.value = selectTextureTarget.texture;
|
|
515
|
+
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
516
|
+
depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
|
|
517
|
+
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
518
|
+
fsQuad.render(renderer, depthTestShader);
|
|
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;
|
|
521
|
+
gaussianBlurHShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
522
|
+
gaussianBlurVShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
523
|
+
gaussianBlurHShader.uniforms.radius.value = blurRadius;
|
|
524
|
+
gaussianBlurVShader.uniforms.radius.value = blurRadius;
|
|
525
|
+
gaussianBlurHShader.uniforms.sigma.value = glow_sigma;
|
|
526
|
+
gaussianBlurVShader.uniforms.sigma.value = glow_sigma;
|
|
527
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
528
|
+
renderer.clear();
|
|
529
|
+
gaussianBlurHShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
|
|
530
|
+
fsQuad.render(renderer, gaussianBlurHShader);
|
|
531
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
532
|
+
renderer.clear();
|
|
533
|
+
gaussianBlurVShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
534
|
+
fsQuad.render(renderer, gaussianBlurVShader);
|
|
535
|
+
if (glow_iterations > 1) {
|
|
536
|
+
for (let i = 1; i < glow_iterations; i++) {
|
|
537
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
538
|
+
renderer.clear();
|
|
539
|
+
gaussianBlurHShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
540
|
+
fsQuad.render(renderer, gaussianBlurHShader);
|
|
541
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
542
|
+
renderer.clear();
|
|
543
|
+
gaussianBlurVShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
544
|
+
fsQuad.render(renderer, gaussianBlurVShader);
|
|
545
|
+
}
|
|
546
|
+
}
|
|
547
|
+
// 5. 辉光合成(上色「最终外扩辉光」blur2 → blur1)
|
|
548
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
549
|
+
renderer.clear();
|
|
550
|
+
glowCompositeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
551
|
+
glowCompositeShader.uniforms.color.value.set(glow_color);
|
|
552
|
+
glowCompositeShader.uniforms.opacity.value = 1.0;
|
|
553
|
+
glowCompositeShader.uniforms.threshold.value = glow_threshold;
|
|
554
|
+
glowCompositeShader.uniforms.intensity.value = glow_intensity;
|
|
555
|
+
fsQuad.render(renderer, glowCompositeShader);
|
|
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)。
|
|
583
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
584
|
+
filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
|
|
585
|
+
filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
|
|
586
|
+
filterSelectShader.uniforms.opacity.value = glow_opacity;
|
|
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;
|
|
589
|
+
fsQuad.render(renderer, filterSelectShader);
|
|
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
|
+
}
|
|
607
|
+
}
|