three-base 2.0.142 → 2.0.166

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Files changed (231) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +531 -511
  10. package/FPScontrol.js +1866 -1799
  11. package/FPScontrol.ts +1922 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +251 -247
  33. package/MeshBase.ts +6 -2
  34. package/Mirror.d.ts +25 -25
  35. package/Mirror.js +143 -143
  36. package/MktMesh/MktMesh.d.ts +301 -291
  37. package/MktMesh/MktMesh.js +1064 -1045
  38. package/MktMesh/MktMesh.ts +32 -11
  39. package/MktMesh/assetUrl.d.ts +59 -35
  40. package/MktMesh/assetUrl.js +165 -69
  41. package/MktMesh/assetUrl.ts +164 -69
  42. package/MktMesh/mktMappingShader.d.ts +12 -12
  43. package/MktMesh/mktMappingShader.js +138 -138
  44. package/MktMesh/mktMappingShader.ts +139 -139
  45. package/MktMesh/mktShader.d.ts +263 -263
  46. package/MktMesh/mktShader.js +1236 -1236
  47. package/MktMesh/mktShader.ts +1344 -1344
  48. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  49. package/MktMesh/panoBitmapTexture.js +52 -52
  50. package/MktMesh/panoBitmapTexture.ts +54 -54
  51. package/MktMesh/panoSlotBind.d.ts +29 -29
  52. package/MktMesh/panoSlotBind.js +106 -106
  53. package/MktMesh/panoSlotBind.ts +153 -153
  54. package/MktMesh/panoSlotRoster.d.ts +22 -22
  55. package/MktMesh/panoSlotRoster.js +169 -169
  56. package/MktMesh/panoSlotRoster.ts +168 -168
  57. package/MktMesh/panoTileStitcher.d.ts +119 -119
  58. package/MktMesh/panoTileStitcher.js +529 -529
  59. package/MktMesh/panoTileStitcher.ts +616 -616
  60. package/MktMesh/types.d.ts +75 -75
  61. package/MktMesh/types.js +1 -1
  62. package/MktMesh/wallCapTessellate.d.ts +33 -33
  63. package/MktMesh/wallCapTessellate.js +97 -97
  64. package/MktMesh/wallCapTessellate.ts +68 -68
  65. package/PipeMesh/PathGeometry.d.ts +44 -44
  66. package/PipeMesh/PathGeometry.js +307 -307
  67. package/PipeMesh/PathPoint.d.ts +17 -17
  68. package/PipeMesh/PathPoint.js +31 -31
  69. package/PipeMesh/PathPointList.d.ts +31 -31
  70. package/PipeMesh/PathPointList.js +209 -209
  71. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  72. package/PipeMesh/PathTubeGeometry.js +130 -130
  73. package/PipeMesh/PipeMesh.d.ts +25 -25
  74. package/PipeMesh/PipeMesh.js +63 -63
  75. package/PipeMesh/index.d.ts +1 -1
  76. package/PipeMesh/index.js +1 -1
  77. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  78. package/PlaneModal1/PlaneModal1.js +109 -109
  79. package/PlaneModal1/index.d.ts +1 -1
  80. package/PlaneModal1/index.js +1 -1
  81. package/PlaneText.d.ts +27 -27
  82. package/PlaneText.js +35 -35
  83. package/PlaneWithHtml.d.ts +13 -13
  84. package/PlaneWithHtml.js +66 -64
  85. package/PlaneWithHtml.ts +3 -1
  86. package/PointLight/PointLight.d.ts +13 -13
  87. package/PointLight/PointLight.js +64 -64
  88. package/PointLight/index.d.ts +1 -1
  89. package/PointLight/index.js +1 -1
  90. package/Sky/Sky.d.ts +9 -9
  91. package/Sky/Sky.js +22 -22
  92. package/Sky/index.d.ts +1 -1
  93. package/Sky/index.js +1 -1
  94. package/SpotLight.d.ts +6 -6
  95. package/SpotLight.js +72 -72
  96. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  97. package/SpriteModal1/SpriteModal1.js +116 -116
  98. package/SpriteModal1/index.d.ts +1 -1
  99. package/SpriteModal1/index.js +1 -1
  100. package/SpriteText.d.ts +46 -46
  101. package/SpriteText.js +176 -176
  102. package/SpriteText2.d.ts +48 -48
  103. package/SpriteText2.js +223 -223
  104. package/SpriteText3.d.ts +86 -86
  105. package/SpriteText3.js +517 -517
  106. package/SpriteText3.ts +599 -599
  107. package/SpriteWithHtml.d.ts +9 -9
  108. package/SpriteWithHtml.js +46 -44
  109. package/SpriteWithHtml.ts +3 -1
  110. package/Text3D/Text3D.d.ts +20 -20
  111. package/Text3D/Text3D.js +58 -58
  112. package/Text3D/fontController.d.ts +60 -60
  113. package/Text3D/fontController.js +166 -166
  114. package/Text3D/index.d.ts +1 -1
  115. package/Text3D/index.js +1 -1
  116. package/ThreeBase.d.ts +248 -248
  117. package/ThreeBase.js +1202 -1202
  118. package/ThreeBase.ts +1314 -1314
  119. package/ThreeMouse.d.ts +53 -54
  120. package/ThreeMouse.js +453 -453
  121. package/Transition.d.ts +45 -45
  122. package/Transition.js +209 -209
  123. package/Water/Water.d.ts +5 -5
  124. package/Water/Water.js +44 -44
  125. package/Water/index.d.ts +2 -2
  126. package/Water/index.js +2 -2
  127. package/WaterFlow/FloatingDuck.d.ts +88 -88
  128. package/WaterFlow/FloatingDuck.js +307 -307
  129. package/WaterFlow/FloatingDuck.ts +445 -445
  130. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  131. package/WaterFlow/GPUFluidSimulation.js +781 -781
  132. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  133. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  134. package/WaterFlow/ReservoirSystem.js +611 -611
  135. package/WaterFlow/ReservoirSystem.ts +754 -754
  136. package/WaterFlow/SPHField.d.ts +35 -35
  137. package/WaterFlow/SPHField.js +203 -203
  138. package/WaterFlow/SPHField.ts +228 -228
  139. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  140. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  141. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  142. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  143. package/WaterFlow/ShallowWaterSurface.js +438 -438
  144. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  145. package/WaterFlow/WaterFlow.d.ts +87 -87
  146. package/WaterFlow/WaterFlow.js +171 -171
  147. package/WaterFlow/WaterFlow.ts +219 -219
  148. package/WaterFlow/types.d.ts +161 -161
  149. package/WaterFlow/types.js +1 -1
  150. package/WaterFlow/types.ts +189 -189
  151. package/WaterFlow/waterFlowPass.d.ts +3 -3
  152. package/WaterFlow/waterFlowPass.js +20 -20
  153. package/WaterFlow/waterFlowPass.ts +40 -40
  154. package/collisionOBB.d.ts +42 -42
  155. package/collisionOBB.js +112 -112
  156. package/collisionOBB.ts +108 -108
  157. package/declare.d.ts +25 -25
  158. package/index.d.ts +1 -1
  159. package/index.js +1 -1
  160. package/instanced/InstancedBatch.d.ts +57 -57
  161. package/instanced/InstancedBatch.js +348 -348
  162. package/instanced/InstancedBatch.ts +406 -406
  163. package/instanced/InstancedChild.d.ts +174 -174
  164. package/instanced/InstancedChild.js +264 -264
  165. package/instanced/InstancedChild.ts +327 -327
  166. package/instanced/InstancedGroup.d.ts +43 -43
  167. package/instanced/InstancedGroup.js +126 -126
  168. package/instanced/InstancedGroup.ts +137 -137
  169. package/instanced/InstancedMeshBase.d.ts +38 -38
  170. package/instanced/InstancedMeshBase.js +282 -282
  171. package/instanced/InstancedTemplate.d.ts +46 -46
  172. package/instanced/InstancedTemplate.js +125 -125
  173. package/keyControls.d.ts +29 -30
  174. package/keyControls.js +101 -101
  175. package/lensflare/LensFlare.d.ts +39 -39
  176. package/lensflare/LensFlare.js +284 -284
  177. package/package.json +6 -1
  178. package/pass/bloom_pass.d.ts +2 -2
  179. package/pass/bloom_pass.js +174 -174
  180. package/pass/cover_pass.d.ts +2 -2
  181. package/pass/cover_pass.js +108 -108
  182. package/pass/debugDepthState.d.ts +20 -20
  183. package/pass/debugDepthState.js +9 -9
  184. package/pass/debugDepthState.ts +22 -22
  185. package/pass/depthTestBias.d.ts +12 -12
  186. package/pass/depthTestBias.js +12 -12
  187. package/pass/depthTestBias.ts +12 -12
  188. package/pass/effectUserData.d.ts +27 -27
  189. package/pass/effectUserData.js +1 -1
  190. package/pass/effectUserData.ts +46 -46
  191. package/pass/frosted_glass_pass.d.ts +2 -2
  192. package/pass/frosted_glass_pass.js +150 -150
  193. package/pass/fsQuad.d.ts +9 -9
  194. package/pass/fsQuad.js +28 -28
  195. package/pass/glow_pass.d.ts +2 -2
  196. package/pass/glow_pass.js +350 -350
  197. package/pass/screen_bloom_pass.d.ts +11 -11
  198. package/pass/screen_bloom_pass.js +136 -136
  199. package/pass/ssao_pass.d.ts +88 -88
  200. package/pass/ssao_pass.js +799 -799
  201. package/pass/ssao_pass.ts +918 -918
  202. package/pass/stroke_pass.d.ts +2 -2
  203. package/pass/stroke_pass.js +267 -267
  204. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  205. package/shaders/FXAAShaderMaterial.js +20 -20
  206. package/shaders/baseDepthVisShader.d.ts +11 -11
  207. package/shaders/baseDepthVisShader.js +36 -36
  208. package/shaders/baseDepthVisShader.ts +36 -36
  209. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  210. package/shaders/baseTextureToRenderShader.js +19 -19
  211. package/shaders/copyShader.d.ts +3 -3
  212. package/shaders/copyShader.js +13 -13
  213. package/shaders/debugDepthCompareShader.d.ts +14 -14
  214. package/shaders/debugDepthCompareShader.js +49 -49
  215. package/shaders/debugDepthCompareShader.ts +50 -50
  216. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  217. package/shaders/debugDepthJudgeShader.js +52 -52
  218. package/shaders/debugDepthJudgeShader.ts +54 -54
  219. package/shaders/debugExcludedShader.d.ts +13 -13
  220. package/shaders/debugExcludedShader.js +46 -46
  221. package/shaders/debugExcludedShader.ts +48 -48
  222. package/spriteTextBg.d.ts +1 -1
  223. package/spriteTextBg.js +20 -20
  224. package/spriteTextBg.ts +20 -20
  225. package/threeLoader.d.ts +35 -35
  226. package/threeLoader.js +518 -518
  227. package/threeUtils.d.ts +71 -53
  228. package/threeUtils.js +363 -329
  229. package/threeUtils.ts +35 -0
  230. package/types.d.ts +2 -2
  231. package/types.js +6 -6
@@ -1,9 +1,9 @@
1
- /**
2
- * 调试用全局状态:记录最近一次 glow_pass / stroke_pass 渲染的「选区自身深度图」(selectDepth)。
3
- * 供 ThreeBase 渲染末尾的「辉光深度比对」调试视图读取(R=全局 base 深度,G=选区 select 深度),
4
- * 让用户一眼看出到底是「全局 base 深度没写进」还是「选区自身深度没写进」。
5
- * 由各 pass 在渲染完 selectDepth 后写入;每帧会被最后一个被处理的可见对象覆盖(调试够用)。
6
- */
7
- export const debugDepthState = {
8
- lastSelectDepth: null,
9
- };
1
+ /**
2
+ * 调试用全局状态:记录最近一次 glow_pass / stroke_pass 渲染的「选区自身深度图」(selectDepth)。
3
+ * 供 ThreeBase 渲染末尾的「辉光深度比对」调试视图读取(R=全局 base 深度,G=选区 select 深度),
4
+ * 让用户一眼看出到底是「全局 base 深度没写进」还是「选区自身深度没写进」。
5
+ * 由各 pass 在渲染完 selectDepth 后写入;每帧会被最后一个被处理的可见对象覆盖(调试够用)。
6
+ */
7
+ export const debugDepthState = {
8
+ lastSelectDepth: null,
9
+ };
@@ -1,22 +1,22 @@
1
- import type { DepthTexture } from "three";
2
-
3
- /**
4
- * 深度调试预览模式(面板按钮与控制台 `window.__TB_DEBUG_DEPTH` 共用同一枚举):
5
- * - "none" :正常渲染(默认)
6
- * - "global" :全局深度图(baseDepthTexture,排除地板)
7
- * - "ao" :AO 深度图(aoDepthTexture,含地板)
8
- * - "compare" :R=base 深度、G=选区 select 深度(对数反解后归一化)
9
- * - "judge" :R=base 原始深度、G=select 原始深度、B=判定结果(1=判为被遮挡应 discard)
10
- * - "excluded":深度图灰度 + 「被排除出深度图的面」叠红(红=挡不住任何后处理)
11
- */
12
- export type DebugDepthMode = "none" | "global" | "ao" | "compare" | "judge" | "excluded";
13
-
14
- /**
15
- * 调试用全局状态:记录最近一次 glow_pass / stroke_pass 渲染的「选区自身深度图」(selectDepth)。
16
- * 供 ThreeBase 渲染末尾的「辉光深度比对」调试视图读取(R=全局 base 深度,G=选区 select 深度),
17
- * 让用户一眼看出到底是「全局 base 深度没写进」还是「选区自身深度没写进」。
18
- * 由各 pass 在渲染完 selectDepth 后写入;每帧会被最后一个被处理的可见对象覆盖(调试够用)。
19
- */
20
- export const debugDepthState: { lastSelectDepth: DepthTexture | null } = {
21
- lastSelectDepth: null,
22
- };
1
+ import type { DepthTexture } from "three";
2
+
3
+ /**
4
+ * 深度调试预览模式(面板按钮与控制台 `window.__TB_DEBUG_DEPTH` 共用同一枚举):
5
+ * - "none" :正常渲染(默认)
6
+ * - "global" :全局深度图(baseDepthTexture,排除地板)
7
+ * - "ao" :AO 深度图(aoDepthTexture,含地板)
8
+ * - "compare" :R=base 深度、G=选区 select 深度(对数反解后归一化)
9
+ * - "judge" :R=base 原始深度、G=select 原始深度、B=判定结果(1=判为被遮挡应 discard)
10
+ * - "excluded":深度图灰度 + 「被排除出深度图的面」叠红(红=挡不住任何后处理)
11
+ */
12
+ export type DebugDepthMode = "none" | "global" | "ao" | "compare" | "judge" | "excluded";
13
+
14
+ /**
15
+ * 调试用全局状态:记录最近一次 glow_pass / stroke_pass 渲染的「选区自身深度图」(selectDepth)。
16
+ * 供 ThreeBase 渲染末尾的「辉光深度比对」调试视图读取(R=全局 base 深度,G=选区 select 深度),
17
+ * 让用户一眼看出到底是「全局 base 深度没写进」还是「选区自身深度没写进」。
18
+ * 由各 pass 在渲染完 selectDepth 后写入;每帧会被最后一个被处理的可见对象覆盖(调试够用)。
19
+ */
20
+ export const debugDepthState: { lastSelectDepth: DepthTexture | null } = {
21
+ lastSelectDepth: null,
22
+ };
@@ -1,12 +1,12 @@
1
- /**
2
- * 深度遮挡判定容差(对数深度空间)—— 单一常量源。
3
- *
4
- * 语义:`baseD < selD - DEPTH_TEST_BIAS` 时判定「该像素被更近的真实几何挡住」→ discard。
5
- * (DepthTexture 存的是对数深度,值越小越近。)
6
- *
7
- * ⚠️ 必须单一源:stroke_pass 的 depthTestShader 与调试用的 debugDepthJudgeShader
8
- * 都依赖它。若两边各写一份字面量,改一边忘另一边 → 调试视图与真实判定不一致,
9
- * 排查时会得出完全错误的结论(本次深度排查已踩过这类"两处漂移"的坑)。
10
- * 护栏见 test/depthDebug.test.js C 组。
11
- */
12
- export declare const DEPTH_TEST_BIAS = 0.0006;
1
+ /**
2
+ * 深度遮挡判定容差(对数深度空间)—— 单一常量源。
3
+ *
4
+ * 语义:`baseD < selD - DEPTH_TEST_BIAS` 时判定「该像素被更近的真实几何挡住」→ discard。
5
+ * (DepthTexture 存的是对数深度,值越小越近。)
6
+ *
7
+ * ⚠️ 必须单一源:stroke_pass 的 depthTestShader 与调试用的 debugDepthJudgeShader
8
+ * 都依赖它。若两边各写一份字面量,改一边忘另一边 → 调试视图与真实判定不一致,
9
+ * 排查时会得出完全错误的结论(本次深度排查已踩过这类"两处漂移"的坑)。
10
+ * 护栏见 test/depthDebug.test.js C 组。
11
+ */
12
+ export declare const DEPTH_TEST_BIAS = 0.0006;
@@ -1,12 +1,12 @@
1
- /**
2
- * 深度遮挡判定容差(对数深度空间)—— 单一常量源。
3
- *
4
- * 语义:`baseD < selD - DEPTH_TEST_BIAS` 时判定「该像素被更近的真实几何挡住」→ discard。
5
- * (DepthTexture 存的是对数深度,值越小越近。)
6
- *
7
- * ⚠️ 必须单一源:stroke_pass 的 depthTestShader 与调试用的 debugDepthJudgeShader
8
- * 都依赖它。若两边各写一份字面量,改一边忘另一边 → 调试视图与真实判定不一致,
9
- * 排查时会得出完全错误的结论(本次深度排查已踩过这类"两处漂移"的坑)。
10
- * 护栏见 test/depthDebug.test.js C 组。
11
- */
12
- export const DEPTH_TEST_BIAS = 0.0006;
1
+ /**
2
+ * 深度遮挡判定容差(对数深度空间)—— 单一常量源。
3
+ *
4
+ * 语义:`baseD < selD - DEPTH_TEST_BIAS` 时判定「该像素被更近的真实几何挡住」→ discard。
5
+ * (DepthTexture 存的是对数深度,值越小越近。)
6
+ *
7
+ * ⚠️ 必须单一源:stroke_pass 的 depthTestShader 与调试用的 debugDepthJudgeShader
8
+ * 都依赖它。若两边各写一份字面量,改一边忘另一边 → 调试视图与真实判定不一致,
9
+ * 排查时会得出完全错误的结论(本次深度排查已踩过这类"两处漂移"的坑)。
10
+ * 护栏见 test/depthDebug.test.js C 组。
11
+ */
12
+ export const DEPTH_TEST_BIAS = 0.0006;
@@ -1,12 +1,12 @@
1
- /**
2
- * 深度遮挡判定容差(对数深度空间)—— 单一常量源。
3
- *
4
- * 语义:`baseD < selD - DEPTH_TEST_BIAS` 时判定「该像素被更近的真实几何挡住」→ discard。
5
- * (DepthTexture 存的是对数深度,值越小越近。)
6
- *
7
- * ⚠️ 必须单一源:stroke_pass 的 depthTestShader 与调试用的 debugDepthJudgeShader
8
- * 都依赖它。若两边各写一份字面量,改一边忘另一边 → 调试视图与真实判定不一致,
9
- * 排查时会得出完全错误的结论(本次深度排查已踩过这类"两处漂移"的坑)。
10
- * 护栏见 test/depthDebug.test.js C 组。
11
- */
12
- export const DEPTH_TEST_BIAS = 0.0006;
1
+ /**
2
+ * 深度遮挡判定容差(对数深度空间)—— 单一常量源。
3
+ *
4
+ * 语义:`baseD < selD - DEPTH_TEST_BIAS` 时判定「该像素被更近的真实几何挡住」→ discard。
5
+ * (DepthTexture 存的是对数深度,值越小越近。)
6
+ *
7
+ * ⚠️ 必须单一源:stroke_pass 的 depthTestShader 与调试用的 debugDepthJudgeShader
8
+ * 都依赖它。若两边各写一份字面量,改一边忘另一边 → 调试视图与真实判定不一致,
9
+ * 排查时会得出完全错误的结论(本次深度排查已踩过这类"两处漂移"的坑)。
10
+ * 护栏见 test/depthDebug.test.js C 组。
11
+ */
12
+ export const DEPTH_TEST_BIAS = 0.0006;
@@ -1,27 +1,27 @@
1
- /** 特效与鼠标事件共用的 userData 字段 */
2
- export interface EffectUserData {
3
- stroke_enable?: boolean;
4
- stroke_color?: string;
5
- stroke_width?: number;
6
- glow_enable?: boolean;
7
- glow_color?: string;
8
- glow_width?: number;
9
- glow_opacity?: number;
10
- glow_sigma?: number;
11
- glow_threshold?: number;
12
- glow_iterations?: number;
13
- glow_intensity?: number;
14
- glow_additive?: boolean;
15
- glow_highlight_width?: number;
16
- cover_enable?: boolean;
17
- cover_color?: string;
18
- cover_opacity?: number;
19
- cover_depth_test?: boolean;
20
- bloom_enable?: boolean;
21
- bloom_threshold?: number;
22
- bloom_strength?: number;
23
- bloom_radius?: number;
24
- frosted_glass_enable?: boolean;
25
- cursor?: string;
26
- enableEvent?: boolean;
27
- }
1
+ /** 特效与鼠标事件共用的 userData 字段 */
2
+ export interface EffectUserData {
3
+ stroke_enable?: boolean;
4
+ stroke_color?: string;
5
+ stroke_width?: number;
6
+ glow_enable?: boolean;
7
+ glow_color?: string;
8
+ glow_width?: number;
9
+ glow_opacity?: number;
10
+ glow_sigma?: number;
11
+ glow_threshold?: number;
12
+ glow_iterations?: number;
13
+ glow_intensity?: number;
14
+ glow_additive?: boolean;
15
+ glow_highlight_width?: number;
16
+ cover_enable?: boolean;
17
+ cover_color?: string;
18
+ cover_opacity?: number;
19
+ cover_depth_test?: boolean;
20
+ bloom_enable?: boolean;
21
+ bloom_threshold?: number;
22
+ bloom_strength?: number;
23
+ bloom_radius?: number;
24
+ frosted_glass_enable?: boolean;
25
+ cursor?: string;
26
+ enableEvent?: boolean;
27
+ }
@@ -1 +1 @@
1
- export {};
1
+ export {};
@@ -1,46 +1,46 @@
1
- /*
2
- * @Author: software-engineer(寇豆码)
3
- * @Description: 特效相关 userData 字段的统一类型定义。
4
- * 覆盖 stroke / glow / cover / bloom / frosted_glass 等 pass 读取的全部开关字段,
5
- * 以及 ThreeMouse 事件开关(cursor / enableEvent),供各 pass 用 `as EffectUserData`
6
- * 取代各自内联的 `as { ... }`,避免类型散落与漂移。
7
- */
8
- /** 特效与鼠标事件共用的 userData 字段 */
9
- export interface EffectUserData {
10
- // ── stroke(描边)──
11
- stroke_enable?: boolean;
12
- stroke_color?: string;
13
- stroke_width?: number;
14
-
15
- // ── glow(辉光)──
16
- glow_enable?: boolean;
17
- glow_color?: string;
18
- glow_width?: number;
19
- glow_opacity?: number;
20
- glow_sigma?: number;
21
- glow_threshold?: number;
22
- glow_iterations?: number;
23
- glow_intensity?: number; // 亮度倍增,可 >1 让光晕很亮(配合 glow_additive 发光叠加更明显)
24
- glow_additive?: boolean; // true=加性混合(发光叠加到画面),false=普通半透明覆盖(默认)
25
- glow_highlight_width?: number; // 薄高亮层粗细(像素,默认 2);始终绘制(=0 时扩张宽为 0、无可见环),无开关参数。
26
- // 薄高亮层是 glow 的默认行为(贴物体边缘一圈更亮的细线),无需开启参数。
27
-
28
- // ── cover(覆盖)──
29
- cover_enable?: boolean;
30
- cover_color?: string;
31
- cover_opacity?: number;
32
- cover_depth_test?: boolean;
33
-
34
- // ── bloom(泛光)──
35
- bloom_enable?: boolean;
36
- bloom_threshold?: number;
37
- bloom_strength?: number;
38
- bloom_radius?: number;
39
-
40
- // ── frosted glass(毛玻璃)──
41
- frosted_glass_enable?: boolean;
42
-
43
- // ── 鼠标事件开关(ThreeMouse)──
44
- cursor?: string;
45
- enableEvent?: boolean;
46
- }
1
+ /*
2
+ * @Author: software-engineer(寇豆码)
3
+ * @Description: 特效相关 userData 字段的统一类型定义。
4
+ * 覆盖 stroke / glow / cover / bloom / frosted_glass 等 pass 读取的全部开关字段,
5
+ * 以及 ThreeMouse 事件开关(cursor / enableEvent),供各 pass 用 `as EffectUserData`
6
+ * 取代各自内联的 `as { ... }`,避免类型散落与漂移。
7
+ */
8
+ /** 特效与鼠标事件共用的 userData 字段 */
9
+ export interface EffectUserData {
10
+ // ── stroke(描边)──
11
+ stroke_enable?: boolean;
12
+ stroke_color?: string;
13
+ stroke_width?: number;
14
+
15
+ // ── glow(辉光)──
16
+ glow_enable?: boolean;
17
+ glow_color?: string;
18
+ glow_width?: number;
19
+ glow_opacity?: number;
20
+ glow_sigma?: number;
21
+ glow_threshold?: number;
22
+ glow_iterations?: number;
23
+ glow_intensity?: number; // 亮度倍增,可 >1 让光晕很亮(配合 glow_additive 发光叠加更明显)
24
+ glow_additive?: boolean; // true=加性混合(发光叠加到画面),false=普通半透明覆盖(默认)
25
+ glow_highlight_width?: number; // 薄高亮层粗细(像素,默认 2);始终绘制(=0 时扩张宽为 0、无可见环),无开关参数。
26
+ // 薄高亮层是 glow 的默认行为(贴物体边缘一圈更亮的细线),无需开启参数。
27
+
28
+ // ── cover(覆盖)──
29
+ cover_enable?: boolean;
30
+ cover_color?: string;
31
+ cover_opacity?: number;
32
+ cover_depth_test?: boolean;
33
+
34
+ // ── bloom(泛光)──
35
+ bloom_enable?: boolean;
36
+ bloom_threshold?: number;
37
+ bloom_strength?: number;
38
+ bloom_radius?: number;
39
+
40
+ // ── frosted glass(毛玻璃)──
41
+ frosted_glass_enable?: boolean;
42
+
43
+ // ── 鼠标事件开关(ThreeMouse)──
44
+ cursor?: string;
45
+ enableEvent?: boolean;
46
+ }
@@ -1,2 +1,2 @@
1
- import { DepthTexture, Scene, WebGLRenderTarget, WebGLRenderer, Camera } from "three";
2
- export default function frosted_glass_pass(renderer: WebGLRenderer, camera: Camera, scene: Scene, baseRenderTarget: WebGLRenderTarget, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
1
+ import { DepthTexture, Scene, WebGLRenderTarget, WebGLRenderer, Camera } from "three";
2
+ export default function frosted_glass_pass(renderer: WebGLRenderer, camera: Camera, scene: Scene, baseRenderTarget: WebGLRenderTarget, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
@@ -1,56 +1,56 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2026-04-21 00:00:00
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2026-04-21 00:00:00
6
- */
7
- import { DepthFormat, DepthTexture, LinearFilter, RGBAFormat, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
8
- import fsQuad from "./fsQuad";
9
- import { debugDepthState } from "./debugDepthState";
10
- const maskTextureTarget = new WebGLRenderTarget(1024, 1024, {
11
- minFilter: LinearFilter,
12
- magFilter: LinearFilter,
13
- format: RGBAFormat,
14
- anisotropy: 16,
15
- });
16
- const blurTextureTarget = new WebGLRenderTarget(1024, 1024, {
17
- minFilter: LinearFilter,
18
- magFilter: LinearFilter,
19
- format: RGBAFormat,
20
- anisotropy: 16,
21
- });
22
- const tempBlurTextureTarget = new WebGLRenderTarget(1024, 1024, {
23
- minFilter: LinearFilter,
24
- magFilter: LinearFilter,
25
- format: RGBAFormat,
26
- anisotropy: 16,
27
- });
28
- // 选中对象的遮罩渲染目标 + 配套深度纹理 + 临时场景:模块级复用,避免每帧 new/dispose 造成 GC 抖动与
29
- // GPU 资源反复创建销毁(原先在函数内每帧 new 一个 WebGLRenderTarget + DepthTexture + Scene,开销大且不稳)。
30
- const selectDepthTexture = new DepthTexture(1024, 1024);
31
- selectDepthTexture.format = DepthFormat;
32
- selectDepthTexture.type = UnsignedIntType;
33
- const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
34
- minFilter: LinearFilter,
35
- magFilter: LinearFilter,
36
- format: RGBAFormat,
37
- depthTexture: selectDepthTexture,
38
- });
39
- // 临时场景:仅用于把「毛玻璃对象」单独渲进 selectTextureTarget 做遮罩,常驻复用(不每帧 new)。
40
- const tempScene = new Scene();
41
- const size = new Vector2();
42
- const horizontalBlurShader = new ShaderMaterial({
43
- uniforms: {
44
- tDiffuse: { value: null },
45
- h: { value: 1.0 / 512.0 },
46
- },
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2026-04-21 00:00:00
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2026-04-21 00:00:00
6
+ */
7
+ import { DepthFormat, DepthTexture, LinearFilter, RGBAFormat, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
8
+ import fsQuad from "./fsQuad";
9
+ import { debugDepthState } from "./debugDepthState";
10
+ const maskTextureTarget = new WebGLRenderTarget(1024, 1024, {
11
+ minFilter: LinearFilter,
12
+ magFilter: LinearFilter,
13
+ format: RGBAFormat,
14
+ anisotropy: 16,
15
+ });
16
+ const blurTextureTarget = new WebGLRenderTarget(1024, 1024, {
17
+ minFilter: LinearFilter,
18
+ magFilter: LinearFilter,
19
+ format: RGBAFormat,
20
+ anisotropy: 16,
21
+ });
22
+ const tempBlurTextureTarget = new WebGLRenderTarget(1024, 1024, {
23
+ minFilter: LinearFilter,
24
+ magFilter: LinearFilter,
25
+ format: RGBAFormat,
26
+ anisotropy: 16,
27
+ });
28
+ // 选中对象的遮罩渲染目标 + 配套深度纹理 + 临时场景:模块级复用,避免每帧 new/dispose 造成 GC 抖动与
29
+ // GPU 资源反复创建销毁(原先在函数内每帧 new 一个 WebGLRenderTarget + DepthTexture + Scene,开销大且不稳)。
30
+ const selectDepthTexture = new DepthTexture(1024, 1024);
31
+ selectDepthTexture.format = DepthFormat;
32
+ selectDepthTexture.type = UnsignedIntType;
33
+ const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
34
+ minFilter: LinearFilter,
35
+ magFilter: LinearFilter,
36
+ format: RGBAFormat,
37
+ depthTexture: selectDepthTexture,
38
+ });
39
+ // 临时场景:仅用于把「毛玻璃对象」单独渲进 selectTextureTarget 做遮罩,常驻复用(不每帧 new)。
40
+ const tempScene = new Scene();
41
+ const size = new Vector2();
42
+ const horizontalBlurShader = new ShaderMaterial({
43
+ uniforms: {
44
+ tDiffuse: { value: null },
45
+ h: { value: 1.0 / 512.0 },
46
+ },
47
47
  vertexShader: `
48
48
  varying vec2 vUv;
49
49
  void main() {
50
50
  vUv = uv;
51
51
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
52
52
  }
53
- `,
53
+ `,
54
54
  fragmentShader: `
55
55
  uniform sampler2D tDiffuse;
56
56
  uniform float h;
@@ -68,23 +68,23 @@ const horizontalBlurShader = new ShaderMaterial({
68
68
  sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
69
69
  gl_FragColor = sum;
70
70
  }
71
- `,
72
- depthTest: false,
73
- depthWrite: false,
74
- transparent: true,
75
- });
76
- const verticalBlurShader = new ShaderMaterial({
77
- uniforms: {
78
- tDiffuse: { value: null },
79
- v: { value: 1.0 / 512.0 },
80
- },
71
+ `,
72
+ depthTest: false,
73
+ depthWrite: false,
74
+ transparent: true,
75
+ });
76
+ const verticalBlurShader = new ShaderMaterial({
77
+ uniforms: {
78
+ tDiffuse: { value: null },
79
+ v: { value: 1.0 / 512.0 },
80
+ },
81
81
  vertexShader: `
82
82
  varying vec2 vUv;
83
83
  void main() {
84
84
  vUv = uv;
85
85
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
86
86
  }
87
- `,
87
+ `,
88
88
  fragmentShader: `
89
89
  uniform sampler2D tDiffuse;
90
90
  uniform float v;
@@ -102,17 +102,17 @@ const verticalBlurShader = new ShaderMaterial({
102
102
  sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
103
103
  gl_FragColor = sum;
104
104
  }
105
- `,
106
- depthTest: false,
107
- depthWrite: false,
108
- transparent: true,
109
- });
110
- const depthTestShader = new ShaderMaterial({
111
- uniforms: {
112
- baseDepth: { value: null },
113
- selectDepth: { value: null },
114
- cameraFar: { value: 1000.0 },
115
- },
105
+ `,
106
+ depthTest: false,
107
+ depthWrite: false,
108
+ transparent: true,
109
+ });
110
+ const depthTestShader = new ShaderMaterial({
111
+ uniforms: {
112
+ baseDepth: { value: null },
113
+ selectDepth: { value: null },
114
+ cameraFar: { value: 1000.0 },
115
+ },
116
116
  vertexShader: `
117
117
  ${ShaderChunk.common}
118
118
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -122,7 +122,7 @@ const depthTestShader = new ShaderMaterial({
122
122
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
123
123
  ${ShaderChunk.logdepthbuf_vertex}
124
124
  }
125
- `,
125
+ `,
126
126
  fragmentShader: `
127
127
  ${ShaderChunk.logdepthbuf_pars_fragment}
128
128
  uniform sampler2D baseDepth;
@@ -150,23 +150,23 @@ const depthTestShader = new ShaderMaterial({
150
150
  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
151
151
  ${ShaderChunk.logdepthbuf_fragment}
152
152
  }
153
- `,
154
- depthTest: true,
155
- depthWrite: true,
156
- transparent: true,
157
- });
158
- const frostedGlassShader = new ShaderMaterial({
159
- uniforms: {
160
- blurTexture: { value: null },
161
- maskTexture: { value: null },
162
- },
153
+ `,
154
+ depthTest: true,
155
+ depthWrite: true,
156
+ transparent: true,
157
+ });
158
+ const frostedGlassShader = new ShaderMaterial({
159
+ uniforms: {
160
+ blurTexture: { value: null },
161
+ maskTexture: { value: null },
162
+ },
163
163
  vertexShader: `
164
164
  varying vec2 vUv;
165
165
  void main() {
166
166
  vUv = uv;
167
167
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
168
168
  }
169
- `,
169
+ `,
170
170
  fragmentShader: `
171
171
  uniform sampler2D blurTexture;
172
172
  uniform sampler2D maskTexture;
@@ -185,72 +185,72 @@ const frostedGlassShader = new ShaderMaterial({
185
185
  // 否则线性值被编码两次 sRGB,毛玻璃区域整体发白,与 screenCopy 的无损拷贝颜色空间不一致。
186
186
  gl_FragColor = texture2D(blurTexture, vUv);
187
187
  }
188
- `,
189
- depthTest: true,
190
- depthWrite: true,
191
- transparent: false,
192
- });
193
- export default function frosted_glass_pass(renderer, camera, scene, baseRenderTarget, baseDepthTexture, devicePixelRatio) {
194
- const enabledObjects = [];
195
- scene.traverseVisible((obj) => {
196
- if (obj.userData.frosted_glass_enable && obj.isMesh) {
197
- enabledObjects.push(obj);
198
- }
199
- });
200
- if (enabledObjects.length === 0) {
201
- return;
202
- }
203
- const originRenderTarget = renderer.getRenderTarget();
204
- // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
205
- // 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
206
- renderer.getSize(size);
207
- size.multiplyScalar(devicePixelRatio);
208
- maskTextureTarget.setSize(size.x, size.y);
209
- blurTextureTarget.setSize(size.x, size.y);
210
- tempBlurTextureTarget.setSize(size.x, size.y);
211
- selectTextureTarget.setSize(size.x, size.y);
212
- renderer.setRenderTarget(tempBlurTextureTarget);
213
- renderer.clear();
214
- horizontalBlurShader.uniforms.tDiffuse.value = baseRenderTarget.texture;
215
- horizontalBlurShader.uniforms.h.value = 2.5 / size.x;
216
- fsQuad.render(renderer, horizontalBlurShader);
217
- renderer.setRenderTarget(blurTextureTarget);
218
- renderer.clear();
219
- verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
220
- verticalBlurShader.uniforms.v.value = 2.5 / size.y;
221
- fsQuad.render(renderer, verticalBlurShader);
222
- renderer.setRenderTarget(tempBlurTextureTarget);
223
- renderer.clear();
224
- horizontalBlurShader.uniforms.tDiffuse.value = blurTextureTarget.texture;
225
- horizontalBlurShader.uniforms.h.value = 2.0 / size.x;
226
- fsQuad.render(renderer, horizontalBlurShader);
227
- renderer.setRenderTarget(blurTextureTarget);
228
- renderer.clear();
229
- verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
230
- verticalBlurShader.uniforms.v.value = 2.0 / size.y;
231
- fsQuad.render(renderer, verticalBlurShader);
232
- const parents = enabledObjects.map(obj => obj.parent);
233
- // selectTextureTarget / selectDepthTexture / tempScene 已在模块级复用,仅跟随主画面尺寸 resize,不每帧 new。
234
- enabledObjects.forEach(obj => tempScene.add(obj));
235
- renderer.setRenderTarget(selectTextureTarget);
236
- renderer.clear();
237
- renderer.render(tempScene, camera);
238
- // 调试:记录选区深度,供面板「深度判定图 / 辉光深度比对」排查 frosted 的遮挡判定
239
- debugDepthState.lastSelectDepth = selectDepthTexture;
240
- renderer.setRenderTarget(maskTextureTarget);
241
- renderer.clear();
242
- depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
243
- depthTestShader.uniforms.selectDepth.value = selectTextureTarget.depthTexture;
244
- depthTestShader.uniforms.cameraFar.value = camera.far;
245
- fsQuad.render(renderer, depthTestShader);
246
- enabledObjects.forEach((obj, i) => {
247
- if (parents[i]) {
248
- parents[i].add(obj);
249
- }
250
- });
251
- renderer.setRenderTarget(originRenderTarget);
252
- renderer.clearDepth();
253
- frostedGlassShader.uniforms.blurTexture.value = blurTextureTarget.texture;
254
- frostedGlassShader.uniforms.maskTexture.value = maskTextureTarget.texture;
255
- fsQuad.render(renderer, frostedGlassShader);
256
- }
188
+ `,
189
+ depthTest: true,
190
+ depthWrite: true,
191
+ transparent: false,
192
+ });
193
+ export default function frosted_glass_pass(renderer, camera, scene, baseRenderTarget, baseDepthTexture, devicePixelRatio) {
194
+ const enabledObjects = [];
195
+ scene.traverseVisible((obj) => {
196
+ if (obj.userData.frosted_glass_enable && obj.isMesh) {
197
+ enabledObjects.push(obj);
198
+ }
199
+ });
200
+ if (enabledObjects.length === 0) {
201
+ return;
202
+ }
203
+ const originRenderTarget = renderer.getRenderTarget();
204
+ // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
205
+ // 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
206
+ renderer.getSize(size);
207
+ size.multiplyScalar(devicePixelRatio);
208
+ maskTextureTarget.setSize(size.x, size.y);
209
+ blurTextureTarget.setSize(size.x, size.y);
210
+ tempBlurTextureTarget.setSize(size.x, size.y);
211
+ selectTextureTarget.setSize(size.x, size.y);
212
+ renderer.setRenderTarget(tempBlurTextureTarget);
213
+ renderer.clear();
214
+ horizontalBlurShader.uniforms.tDiffuse.value = baseRenderTarget.texture;
215
+ horizontalBlurShader.uniforms.h.value = 2.5 / size.x;
216
+ fsQuad.render(renderer, horizontalBlurShader);
217
+ renderer.setRenderTarget(blurTextureTarget);
218
+ renderer.clear();
219
+ verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
220
+ verticalBlurShader.uniforms.v.value = 2.5 / size.y;
221
+ fsQuad.render(renderer, verticalBlurShader);
222
+ renderer.setRenderTarget(tempBlurTextureTarget);
223
+ renderer.clear();
224
+ horizontalBlurShader.uniforms.tDiffuse.value = blurTextureTarget.texture;
225
+ horizontalBlurShader.uniforms.h.value = 2.0 / size.x;
226
+ fsQuad.render(renderer, horizontalBlurShader);
227
+ renderer.setRenderTarget(blurTextureTarget);
228
+ renderer.clear();
229
+ verticalBlurShader.uniforms.tDiffuse.value = tempBlurTextureTarget.texture;
230
+ verticalBlurShader.uniforms.v.value = 2.0 / size.y;
231
+ fsQuad.render(renderer, verticalBlurShader);
232
+ const parents = enabledObjects.map(obj => obj.parent);
233
+ // selectTextureTarget / selectDepthTexture / tempScene 已在模块级复用,仅跟随主画面尺寸 resize,不每帧 new。
234
+ enabledObjects.forEach(obj => tempScene.add(obj));
235
+ renderer.setRenderTarget(selectTextureTarget);
236
+ renderer.clear();
237
+ renderer.render(tempScene, camera);
238
+ // 调试:记录选区深度,供面板「深度判定图 / 辉光深度比对」排查 frosted 的遮挡判定
239
+ debugDepthState.lastSelectDepth = selectDepthTexture;
240
+ renderer.setRenderTarget(maskTextureTarget);
241
+ renderer.clear();
242
+ depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
243
+ depthTestShader.uniforms.selectDepth.value = selectTextureTarget.depthTexture;
244
+ depthTestShader.uniforms.cameraFar.value = camera.far;
245
+ fsQuad.render(renderer, depthTestShader);
246
+ enabledObjects.forEach((obj, i) => {
247
+ if (parents[i]) {
248
+ parents[i].add(obj);
249
+ }
250
+ });
251
+ renderer.setRenderTarget(originRenderTarget);
252
+ renderer.clearDepth();
253
+ frostedGlassShader.uniforms.blurTexture.value = blurTextureTarget.texture;
254
+ frostedGlassShader.uniforms.maskTexture.value = maskTextureTarget.texture;
255
+ fsQuad.render(renderer, frostedGlassShader);
256
+ }