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/stroke_pass.d.ts
CHANGED
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import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
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export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
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import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
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export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
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package/pass/stroke_pass.js
CHANGED
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/*
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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 04:02:16
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*/
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import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
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import fsQuad from "./fsQuad";
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import { debugDepthState } from "./debugDepthState";
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import { DEPTH_TEST_BIAS } from "./depthTestBias";
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const selectDepthTexture = (() => {
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const baseDepthTexture = new DepthTexture(1024, 1024);
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baseDepthTexture.format = DepthFormat;
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baseDepthTexture.type = UnsignedIntType;
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baseDepthTexture.anisotropy = 16;
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return baseDepthTexture;
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})();
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const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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anisotropy: 16,
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// 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
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// 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,描边边缘锯齿。
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// 边缘抗锯齿统一由 mask 内部 FXAA + 终处理 FXAA 兜底。
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});
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// 无 MSAA 的深度专用目标:仅用于导出对象深度,供 depthTestShader 做遮挡判定(深度无需抗锯齿)
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const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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depthTexture: selectDepthTexture,
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anisotropy: 16,
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});
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const 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, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随描边一起外扩,
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// 外扩区取邻域最近深度(忽略背景 1.0),使外扩区 selD<1.0,depthTest 才能正确判遮挡(不漏光)。
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const selectDepthBlurTmpTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 外扩描边经深度测试后的结果(步骤 5.6):独立 target,避免回写 blur1 触发历史回归 bug
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const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const size = new Vector2();
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const depthTestShader = new ShaderMaterial({
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uniforms: {
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map: { value: null },
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baseDepth: { value: null },
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selectDepth: { value: null },
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cameraFar: { value: 1000.0 },
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uDebugVis: { value: 0.0 },
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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 04:02:16
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*/
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import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
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import fsQuad from "./fsQuad";
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import { debugDepthState } from "./debugDepthState";
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import { DEPTH_TEST_BIAS } from "./depthTestBias";
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const selectDepthTexture = (() => {
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const baseDepthTexture = new DepthTexture(1024, 1024);
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baseDepthTexture.format = DepthFormat;
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baseDepthTexture.type = UnsignedIntType;
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baseDepthTexture.anisotropy = 16;
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return baseDepthTexture;
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})();
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const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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anisotropy: 16,
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// 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
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// 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,描边边缘锯齿。
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// 边缘抗锯齿统一由 mask 内部 FXAA + 终处理 FXAA 兜底。
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});
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// 无 MSAA 的深度专用目标:仅用于导出对象深度,供 depthTestShader 做遮挡判定(深度无需抗锯齿)
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const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat,
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depthTexture: selectDepthTexture,
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anisotropy: 16,
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});
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const 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, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随描边一起外扩,
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// 外扩区取邻域最近深度(忽略背景 1.0),使外扩区 selD<1.0,depthTest 才能正确判遮挡(不漏光)。
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const selectDepthBlurTmpTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 外扩描边经深度测试后的结果(步骤 5.6):独立 target,避免回写 blur1 触发历史回归 bug
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const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const size = new Vector2();
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const depthTestShader = new ShaderMaterial({
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uniforms: {
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map: { value: null },
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baseDepth: { value: null },
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selectDepth: { value: null },
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cameraFar: { value: 1000.0 },
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uDebugVis: { value: 0.0 },
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uniform sampler2D map;
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});
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const strokeShader = 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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offset: {
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value: [
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new Vector2(0.000, 1.000),
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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(0.707, -0.707),
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new Vector2(0.500, -0.866),
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new Vector2(0.000, -1.000),
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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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new Vector2(-1.000, -0.000),
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new Vector2(-0.966, 0.259),
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new Vector2(-0.866, 0.500),
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new Vector2(-0.707, 0.707),
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new Vector2(-0.500, 0.866),
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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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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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@@ -344,7 +344,7 @@ const strokeShader = 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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@@ -380,22 +380,22 @@ const strokeShader = new RawShaderMaterial({
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} else {
|
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gl_FragColor = stroke();
|
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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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transparent: true
|
|
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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):随描边一起把深度图向外扩,
|
|
390
|
-
// 外扩区 selD = 物体最近深度(<1.0) 而非清屏 1.0,depthTest 在外扩区才能正确判遮挡(不漏光),
|
|
391
|
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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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|
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const depthMinBlurShader = new ShaderMaterial({
|
|
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|
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uniforms: {
|
|
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|
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tDepth: { value: null },
|
|
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|
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resolution: { value: new Vector2(1 / 512, 1 / 512) },
|
|
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|
-
radius: { value: 1.0 },
|
|
397
|
-
direction: { value: new Vector2(1, 0) },
|
|
398
|
-
},
|
|
383
|
+
}`,
|
|
384
|
+
blending: NoBlending,
|
|
385
|
+
depthTest: false,
|
|
386
|
+
depthWrite: false,
|
|
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|
+
transparent: true
|
|
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|
+
});
|
|
389
|
+
// 深度 min-blur(最近深度,忽略背景 1.0):随描边一起把深度图向外扩,
|
|
390
|
+
// 外扩区 selD = 物体最近深度(<1.0) 而非清屏 1.0,depthTest 在外扩区才能正确判遮挡(不漏光),
|
|
391
|
+
// 同时本体区仍靠 depthTestShader 的 EPSILON 容差防自遮挡闪烁(无缝)。separable(direction 控制 H/V)。
|
|
392
|
+
const depthMinBlurShader = new ShaderMaterial({
|
|
393
|
+
uniforms: {
|
|
394
|
+
tDepth: { value: null },
|
|
395
|
+
resolution: { value: new Vector2(1 / 512, 1 / 512) },
|
|
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|
+
radius: { value: 1.0 },
|
|
397
|
+
direction: { value: new Vector2(1, 0) },
|
|
398
|
+
},
|
|
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|
vertexShader: `
|
|
400
400
|
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|
|
401
401
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${ShaderChunk.logdepthbuf_pars_vertex}
|
|
@@ -405,7 +405,7 @@ const depthMinBlurShader = new ShaderMaterial({
|
|
|
405
405
|
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
406
406
|
${ShaderChunk.logdepthbuf_vertex}
|
|
407
407
|
}
|
|
408
|
-
`,
|
|
408
|
+
`,
|
|
409
409
|
fragmentShader: `
|
|
410
410
|
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
411
411
|
uniform sampler2D tDepth;
|
|
@@ -426,17 +426,17 @@ const depthMinBlurShader = new ShaderMaterial({
|
|
|
426
426
|
gl_FragColor = vec4(minD, 0.0, 0.0, 1.0);
|
|
427
427
|
${ShaderChunk.logdepthbuf_fragment}
|
|
428
428
|
}
|
|
429
|
-
`,
|
|
430
|
-
blending: NoBlending,
|
|
431
|
-
depthTest: false,
|
|
432
|
-
depthWrite: false,
|
|
433
|
-
transparent: true,
|
|
434
|
-
});
|
|
435
|
-
const filterSelectShader = new RawShaderMaterial({
|
|
436
|
-
uniforms: {
|
|
437
|
-
selectTexture: { value: null },
|
|
438
|
-
blurTexture: { value: null }
|
|
439
|
-
},
|
|
429
|
+
`,
|
|
430
|
+
blending: NoBlending,
|
|
431
|
+
depthTest: false,
|
|
432
|
+
depthWrite: false,
|
|
433
|
+
transparent: true,
|
|
434
|
+
});
|
|
435
|
+
const filterSelectShader = new RawShaderMaterial({
|
|
436
|
+
uniforms: {
|
|
437
|
+
selectTexture: { value: null },
|
|
438
|
+
blurTexture: { value: null }
|
|
439
|
+
},
|
|
440
440
|
vertexShader: `
|
|
441
441
|
attribute vec3 position;
|
|
442
442
|
attribute vec2 uv;
|
|
@@ -445,7 +445,7 @@ const filterSelectShader = new RawShaderMaterial({
|
|
|
445
445
|
vUv = uv;
|
|
446
446
|
gl_Position = vec4(position, 1.0);
|
|
447
447
|
}
|
|
448
|
-
`,
|
|
448
|
+
`,
|
|
449
449
|
fragmentShader: `
|
|
450
450
|
#ifdef GL_ES
|
|
451
451
|
precision highp float;
|
|
@@ -458,16 +458,16 @@ const filterSelectShader = new RawShaderMaterial({
|
|
|
458
458
|
gl_FragColor = texture2D(blurTexture, vUv);
|
|
459
459
|
gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
|
|
460
460
|
}
|
|
461
|
-
`,
|
|
462
|
-
blending: NoBlending,
|
|
463
|
-
depthTest: false,
|
|
464
|
-
depthWrite: false,
|
|
465
|
-
transparent: true
|
|
466
|
-
});
|
|
467
|
-
const copyShader = new ShaderMaterial({
|
|
468
|
-
uniforms: {
|
|
469
|
-
map: { value: null },
|
|
470
|
-
},
|
|
461
|
+
`,
|
|
462
|
+
blending: NoBlending,
|
|
463
|
+
depthTest: false,
|
|
464
|
+
depthWrite: false,
|
|
465
|
+
transparent: true
|
|
466
|
+
});
|
|
467
|
+
const copyShader = new ShaderMaterial({
|
|
468
|
+
uniforms: {
|
|
469
|
+
map: { value: null },
|
|
470
|
+
},
|
|
471
471
|
vertexShader: `
|
|
472
472
|
${ShaderChunk.common}
|
|
473
473
|
${ShaderChunk.logdepthbuf_pars_vertex}
|
|
@@ -477,7 +477,7 @@ const copyShader = new ShaderMaterial({
|
|
|
477
477
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
478
478
|
${ShaderChunk.logdepthbuf_vertex}
|
|
479
479
|
}
|
|
480
|
-
`,
|
|
480
|
+
`,
|
|
481
481
|
fragmentShader: `
|
|
482
482
|
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
483
483
|
uniform sampler2D map;
|
|
@@ -486,116 +486,116 @@ const copyShader = new ShaderMaterial({
|
|
|
486
486
|
gl_FragColor = texture2D(map, vUv);
|
|
487
487
|
${ShaderChunk.logdepthbuf_fragment}
|
|
488
488
|
}
|
|
489
|
-
`,
|
|
490
|
-
depthTest: true,
|
|
491
|
-
depthWrite: true,
|
|
492
|
-
transparent: true
|
|
493
|
-
});
|
|
494
|
-
const scene = new Scene();
|
|
495
|
-
export default function stroke_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
|
|
496
|
-
const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
|
|
497
|
-
if (!stroke_enable || stroke_width === 0) {
|
|
498
|
-
return;
|
|
499
|
-
}
|
|
500
|
-
const originRenderTarget = renderer.getRenderTarget();
|
|
501
|
-
// 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
|
|
502
|
-
// 消除灰度图与主画面尺寸不一致导致的放大重采样摩尔纹
|
|
503
|
-
renderer.getSize(size);
|
|
504
|
-
size.multiplyScalar(devicePixelRatio);
|
|
505
|
-
selectTextureTarget.setSize(size.x, size.y);
|
|
506
|
-
selectDepthTextureTarget.setSize(size.x, size.y);
|
|
507
|
-
// 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
|
|
508
|
-
// 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致描边被错误 discard
|
|
509
|
-
selectDepthTexture.image.width = size.x;
|
|
510
|
-
selectDepthTexture.image.height = size.y;
|
|
511
|
-
selectDepthTexture.needsUpdate = true;
|
|
512
|
-
selectDepthTestTextureTarget.setSize(size.x, size.y);
|
|
513
|
-
blur1TextureTarget.setSize(size.x, size.y);
|
|
514
|
-
blur2TextureTarget.setSize(size.x, size.y);
|
|
515
|
-
selectDepthBlurTmpTextureTarget.setSize(size.x, size.y);
|
|
516
|
-
selectDepthBlurTextureTarget.setSize(size.x, size.y);
|
|
517
|
-
blurDepthTestTextureTarget.setSize(size.x, size.y);
|
|
518
|
-
// 1. 渲染物体本体 mask(灰度)
|
|
519
|
-
renderer.setRenderTarget(selectTextureTarget);
|
|
520
|
-
scene.children = [object3d];
|
|
521
|
-
renderer.clear();
|
|
522
|
-
renderer.render(scene, camera);
|
|
523
|
-
// 2. 渲染物体本体深度(无 MSAA,供 depthTest 判定遮挡)
|
|
524
|
-
renderer.setRenderTarget(selectDepthTextureTarget);
|
|
525
|
-
scene.children = [object3d];
|
|
526
|
-
renderer.clear();
|
|
527
|
-
renderer.render(scene, camera);
|
|
528
|
-
// 调试:把本次渲染的选区深度记到全局调试状态,供面板「辉光深度比对」读取
|
|
529
|
-
debugDepthState.lastSelectDepth = selectDepthTexture;
|
|
530
|
-
// 3. 深度测试(用本体 mask):被真实更近物体挡住的「本体描边」部分 discard。
|
|
531
|
-
// 背景像素 baseDepth≈1.0(最远)永远不小于物体深度 → 不丢弃,浮空物体描边正常显示。
|
|
532
|
-
// 选中对象自身像素 baseD≈selD → 不丢弃,本体描边保留。
|
|
533
|
-
renderer.setRenderTarget(selectDepthTestTextureTarget);
|
|
534
|
-
renderer.clear();
|
|
535
|
-
depthTestShader.uniforms.map.value = selectTextureTarget.texture;
|
|
536
|
-
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
537
|
-
depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
|
|
538
|
-
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
539
|
-
depthTestShader.uniforms.uDebugVis.value = (window.__STROKE_DEPTH_VIS) ? 1.0 : 0.0;
|
|
540
|
-
fsQuad.render(renderer, depthTestShader);
|
|
541
|
-
// 4. 从「深度测试后的本体描边」开始外扩(外扩环自动继承本体遮挡判定 → 不漏光),
|
|
542
|
-
// 描边粗细由 stroke_width 控制的迭代次数决定。
|
|
543
|
-
strokeShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
544
|
-
FXAAShaderMaterial.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
545
|
-
strokeShader.uniforms.color.value.set(stroke_color);
|
|
546
|
-
strokeShader.uniforms.width.value = 1;
|
|
547
|
-
renderer.setRenderTarget(blur1TextureTarget);
|
|
548
|
-
strokeShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
|
|
549
|
-
fsQuad.render(renderer, strokeShader);
|
|
550
|
-
renderer.setRenderTarget(blur2TextureTarget);
|
|
551
|
-
strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
552
|
-
fsQuad.render(renderer, strokeShader);
|
|
553
|
-
// 迭代外扩(stroke_width 控制粗细)
|
|
554
|
-
for (let i = 0; i < stroke_width - 2; i++) {
|
|
555
|
-
renderer.setRenderTarget(blur1TextureTarget);
|
|
556
|
-
strokeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
557
|
-
fsQuad.render(renderer, strokeShader);
|
|
558
|
-
renderer.setRenderTarget(blur2TextureTarget);
|
|
559
|
-
strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
560
|
-
fsQuad.render(renderer, strokeShader);
|
|
561
|
-
}
|
|
562
|
-
// 5. 最后抗锯齿
|
|
563
|
-
renderer.setRenderTarget(blur1TextureTarget);
|
|
564
|
-
FXAAShaderMaterial.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
565
|
-
fsQuad.render(renderer, FXAAShaderMaterial);
|
|
566
|
-
// 5.5 ⭐ 外扩环深度测试(补齐此前只定义未调用的死代码):
|
|
567
|
-
// 本体深度随描边一起外扩(separable H/V,外扩区取邻域最近深度),
|
|
568
|
-
// 再用它对外扩后的描边做一次 depthTest。
|
|
569
|
-
// 缺了这一步,外扩环(描边的视觉主体)永远不参与遮挡判定 →
|
|
570
|
-
// 物体被挡住时描边依旧从遮挡物前方漏出来("深度测试看起来失效"的真根因之一)。
|
|
571
|
-
depthMinBlurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
572
|
-
depthMinBlurShader.uniforms.radius.value = Math.max(1, stroke_width);
|
|
573
|
-
// H:直接采 DepthTexture(selectDepthTexture),其 .r 即对数深度
|
|
574
|
-
depthMinBlurShader.uniforms.direction.value.set(1, 0);
|
|
575
|
-
depthMinBlurShader.uniforms.tDepth.value = selectDepthTexture;
|
|
576
|
-
renderer.setRenderTarget(selectDepthBlurTmpTextureTarget);
|
|
577
|
-
fsQuad.render(renderer, depthMinBlurShader);
|
|
578
|
-
// V
|
|
579
|
-
depthMinBlurShader.uniforms.direction.value.set(0, 1);
|
|
580
|
-
depthMinBlurShader.uniforms.tDepth.value = selectDepthBlurTmpTextureTarget.texture;
|
|
581
|
-
renderer.setRenderTarget(selectDepthBlurTextureTarget);
|
|
582
|
-
fsQuad.render(renderer, depthMinBlurShader);
|
|
583
|
-
// 5.6 对外扩后的描边判遮挡:被更近几何挡住的外扩环像素 discard。
|
|
584
|
-
// ⚠️ 输出到独立 target,绝不回写 blur1(历史回归 bug:blur1 被 depthTest 结果覆盖
|
|
585
|
-
// 会导致步骤 6 相减归零、描边全不显示)。
|
|
586
|
-
renderer.setRenderTarget(blurDepthTestTextureTarget);
|
|
587
|
-
renderer.clear();
|
|
588
|
-
depthTestShader.uniforms.map.value = blur1TextureTarget.texture;
|
|
589
|
-
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
590
|
-
depthTestShader.uniforms.selectDepth.value = selectDepthBlurTextureTarget.texture;
|
|
591
|
-
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
592
|
-
depthTestShader.uniforms.uDebugVis.value = 0.0;
|
|
593
|
-
fsQuad.render(renderer, depthTestShader);
|
|
594
|
-
// 6. 合成:最终外扩描边(blurDepthTest,已判遮挡) 减去 深度测试后的本体描边
|
|
595
|
-
// = 仅保留描边外扩环;本体被减掉。filterSelectShader 用 NormalBlending 叠到场景上。
|
|
596
|
-
renderer.setRenderTarget(originRenderTarget);
|
|
597
|
-
filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
|
|
598
|
-
filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
|
|
599
|
-
filterSelectShader.blending = NormalBlending;
|
|
600
|
-
fsQuad.render(renderer, filterSelectShader);
|
|
601
|
-
}
|
|
489
|
+
`,
|
|
490
|
+
depthTest: true,
|
|
491
|
+
depthWrite: true,
|
|
492
|
+
transparent: true
|
|
493
|
+
});
|
|
494
|
+
const scene = new Scene();
|
|
495
|
+
export default function stroke_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
|
|
496
|
+
const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
|
|
497
|
+
if (!stroke_enable || stroke_width === 0) {
|
|
498
|
+
return;
|
|
499
|
+
}
|
|
500
|
+
const originRenderTarget = renderer.getRenderTarget();
|
|
501
|
+
// 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
|
|
502
|
+
// 消除灰度图与主画面尺寸不一致导致的放大重采样摩尔纹
|
|
503
|
+
renderer.getSize(size);
|
|
504
|
+
size.multiplyScalar(devicePixelRatio);
|
|
505
|
+
selectTextureTarget.setSize(size.x, size.y);
|
|
506
|
+
selectDepthTextureTarget.setSize(size.x, size.y);
|
|
507
|
+
// 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
|
|
508
|
+
// 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致描边被错误 discard
|
|
509
|
+
selectDepthTexture.image.width = size.x;
|
|
510
|
+
selectDepthTexture.image.height = size.y;
|
|
511
|
+
selectDepthTexture.needsUpdate = true;
|
|
512
|
+
selectDepthTestTextureTarget.setSize(size.x, size.y);
|
|
513
|
+
blur1TextureTarget.setSize(size.x, size.y);
|
|
514
|
+
blur2TextureTarget.setSize(size.x, size.y);
|
|
515
|
+
selectDepthBlurTmpTextureTarget.setSize(size.x, size.y);
|
|
516
|
+
selectDepthBlurTextureTarget.setSize(size.x, size.y);
|
|
517
|
+
blurDepthTestTextureTarget.setSize(size.x, size.y);
|
|
518
|
+
// 1. 渲染物体本体 mask(灰度)
|
|
519
|
+
renderer.setRenderTarget(selectTextureTarget);
|
|
520
|
+
scene.children = [object3d];
|
|
521
|
+
renderer.clear();
|
|
522
|
+
renderer.render(scene, camera);
|
|
523
|
+
// 2. 渲染物体本体深度(无 MSAA,供 depthTest 判定遮挡)
|
|
524
|
+
renderer.setRenderTarget(selectDepthTextureTarget);
|
|
525
|
+
scene.children = [object3d];
|
|
526
|
+
renderer.clear();
|
|
527
|
+
renderer.render(scene, camera);
|
|
528
|
+
// 调试:把本次渲染的选区深度记到全局调试状态,供面板「辉光深度比对」读取
|
|
529
|
+
debugDepthState.lastSelectDepth = selectDepthTexture;
|
|
530
|
+
// 3. 深度测试(用本体 mask):被真实更近物体挡住的「本体描边」部分 discard。
|
|
531
|
+
// 背景像素 baseDepth≈1.0(最远)永远不小于物体深度 → 不丢弃,浮空物体描边正常显示。
|
|
532
|
+
// 选中对象自身像素 baseD≈selD → 不丢弃,本体描边保留。
|
|
533
|
+
renderer.setRenderTarget(selectDepthTestTextureTarget);
|
|
534
|
+
renderer.clear();
|
|
535
|
+
depthTestShader.uniforms.map.value = selectTextureTarget.texture;
|
|
536
|
+
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
537
|
+
depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
|
|
538
|
+
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
539
|
+
depthTestShader.uniforms.uDebugVis.value = (window.__STROKE_DEPTH_VIS) ? 1.0 : 0.0;
|
|
540
|
+
fsQuad.render(renderer, depthTestShader);
|
|
541
|
+
// 4. 从「深度测试后的本体描边」开始外扩(外扩环自动继承本体遮挡判定 → 不漏光),
|
|
542
|
+
// 描边粗细由 stroke_width 控制的迭代次数决定。
|
|
543
|
+
strokeShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
544
|
+
FXAAShaderMaterial.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
545
|
+
strokeShader.uniforms.color.value.set(stroke_color);
|
|
546
|
+
strokeShader.uniforms.width.value = 1;
|
|
547
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
548
|
+
strokeShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
|
|
549
|
+
fsQuad.render(renderer, strokeShader);
|
|
550
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
551
|
+
strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
552
|
+
fsQuad.render(renderer, strokeShader);
|
|
553
|
+
// 迭代外扩(stroke_width 控制粗细)
|
|
554
|
+
for (let i = 0; i < stroke_width - 2; i++) {
|
|
555
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
556
|
+
strokeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
557
|
+
fsQuad.render(renderer, strokeShader);
|
|
558
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
559
|
+
strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
560
|
+
fsQuad.render(renderer, strokeShader);
|
|
561
|
+
}
|
|
562
|
+
// 5. 最后抗锯齿
|
|
563
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
564
|
+
FXAAShaderMaterial.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
565
|
+
fsQuad.render(renderer, FXAAShaderMaterial);
|
|
566
|
+
// 5.5 ⭐ 外扩环深度测试(补齐此前只定义未调用的死代码):
|
|
567
|
+
// 本体深度随描边一起外扩(separable H/V,外扩区取邻域最近深度),
|
|
568
|
+
// 再用它对外扩后的描边做一次 depthTest。
|
|
569
|
+
// 缺了这一步,外扩环(描边的视觉主体)永远不参与遮挡判定 →
|
|
570
|
+
// 物体被挡住时描边依旧从遮挡物前方漏出来("深度测试看起来失效"的真根因之一)。
|
|
571
|
+
depthMinBlurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
572
|
+
depthMinBlurShader.uniforms.radius.value = Math.max(1, stroke_width);
|
|
573
|
+
// H:直接采 DepthTexture(selectDepthTexture),其 .r 即对数深度
|
|
574
|
+
depthMinBlurShader.uniforms.direction.value.set(1, 0);
|
|
575
|
+
depthMinBlurShader.uniforms.tDepth.value = selectDepthTexture;
|
|
576
|
+
renderer.setRenderTarget(selectDepthBlurTmpTextureTarget);
|
|
577
|
+
fsQuad.render(renderer, depthMinBlurShader);
|
|
578
|
+
// V
|
|
579
|
+
depthMinBlurShader.uniforms.direction.value.set(0, 1);
|
|
580
|
+
depthMinBlurShader.uniforms.tDepth.value = selectDepthBlurTmpTextureTarget.texture;
|
|
581
|
+
renderer.setRenderTarget(selectDepthBlurTextureTarget);
|
|
582
|
+
fsQuad.render(renderer, depthMinBlurShader);
|
|
583
|
+
// 5.6 对外扩后的描边判遮挡:被更近几何挡住的外扩环像素 discard。
|
|
584
|
+
// ⚠️ 输出到独立 target,绝不回写 blur1(历史回归 bug:blur1 被 depthTest 结果覆盖
|
|
585
|
+
// 会导致步骤 6 相减归零、描边全不显示)。
|
|
586
|
+
renderer.setRenderTarget(blurDepthTestTextureTarget);
|
|
587
|
+
renderer.clear();
|
|
588
|
+
depthTestShader.uniforms.map.value = blur1TextureTarget.texture;
|
|
589
|
+
depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
|
|
590
|
+
depthTestShader.uniforms.selectDepth.value = selectDepthBlurTextureTarget.texture;
|
|
591
|
+
depthTestShader.uniforms.cameraFar.value = camera.far;
|
|
592
|
+
depthTestShader.uniforms.uDebugVis.value = 0.0;
|
|
593
|
+
fsQuad.render(renderer, depthTestShader);
|
|
594
|
+
// 6. 合成:最终外扩描边(blurDepthTest,已判遮挡) 减去 深度测试后的本体描边
|
|
595
|
+
// = 仅保留描边外扩环;本体被减掉。filterSelectShader 用 NormalBlending 叠到场景上。
|
|
596
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
597
|
+
filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
|
|
598
|
+
filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
|
|
599
|
+
filterSelectShader.blending = NormalBlending;
|
|
600
|
+
fsQuad.render(renderer, filterSelectShader);
|
|
601
|
+
}
|
|
@@ -1,3 +1,3 @@
|
|
|
1
|
-
import { ShaderMaterial } from "three";
|
|
2
|
-
declare const FXAAShaderMaterial: ShaderMaterial;
|
|
3
|
-
export default FXAAShaderMaterial;
|
|
1
|
+
import { ShaderMaterial } from "three";
|
|
2
|
+
declare const FXAAShaderMaterial: ShaderMaterial;
|
|
3
|
+
export default FXAAShaderMaterial;
|