three-base 2.0.21 → 2.0.23

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/Mirror.js CHANGED
@@ -2,7 +2,7 @@
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2
  * @Author: xiaosihan
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3
  * @Date: 2023-08-04 17:17:15
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4
  * @Last Modified by: xiaosihan
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- * @Last Modified time: 2023-08-04 20:54:29
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+ * @Last Modified time: 2024-01-20 05:33:51
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  */
7
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  import { Color, DoubleSide, HalfFloatType, Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget } from "three";
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  // 镜子模型
@@ -180,7 +180,6 @@ export default class Mirror extends Mesh {
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  //@ts-ignore
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  const viewport = this.camera.viewport;
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  if (viewport !== undefined) {
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- debugger;
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  renderer.state.viewport(viewport);
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  }
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  this.visible = true;
package/Mirror.ts CHANGED
@@ -2,7 +2,7 @@
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  * @Author: xiaosihan
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3
  * @Date: 2023-08-04 17:17:15
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  * @Last Modified by: xiaosihan
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- * @Last Modified time: 2023-08-04 20:54:29
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+ * @Last Modified time: 2024-01-20 05:33:51
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  */
7
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  import { BufferGeometry, Camera, Color, DoubleSide, Group, HalfFloatType, Material, Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, Scene, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget, WebGLRenderer } from "three";
@@ -233,7 +233,6 @@ export default class Mirror extends Mesh {
233
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  //@ts-ignore
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  const viewport = this.camera.viewport;
235
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  if (viewport !== undefined) {
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- debugger;
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  renderer.state.viewport(viewport);
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  }
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package/ThreeBase.d.ts CHANGED
@@ -23,6 +23,7 @@ export default class ThreeBase extends EventDispatcher {
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  controlsPosition: Transition;
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  gridHelper: GridHelper;
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  axesHelper: AxesHelper;
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+ frame: number;
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  init(): void;
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  resetLookAt({ position, center, }: {
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  position: Vector3;
package/ThreeBase.js CHANGED
@@ -2,19 +2,20 @@
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2
  * @Author: xiaosihan
3
3
  * @Date: 2021-12-20 13:38:22
4
4
  * @Last Modified by: xiaosihan
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- * @Last Modified time: 2023-05-23 23:54:13
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+ * @Last Modified time: 2024-01-20 05:33:28
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  */
7
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  import { round } from "lodash";
8
- import { AxesHelper, DepthFormat, DepthTexture, EventDispatcher, GridHelper, LinearFilter, Mesh, MOUSE, NoBlending, NormalBlending, PerspectiveCamera, RGBAFormat, Scene, TOUCH, UnsignedShortType, Vector2, Vector3, WebGLRenderer, WebGLRenderTarget } from "three";
8
+ import { AxesHelper, DepthFormat, DepthTexture, EventDispatcher, GridHelper, LinearFilter, LinearSRGBColorSpace, Mesh, MOUSE, NoBlending, NormalBlending, PerspectiveCamera, RGBAFormat, Scene, TOUCH, UnsignedShortType, Vector2, Vector3, WebGLRenderer, WebGLRenderTarget } from "three";
9
9
  import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
10
10
  import { generateUUID } from "three/src/math/MathUtils";
11
+ import glow_pass from "./pass/glow_pass";
12
+ import stroke_pass from "./pass/stroke_pass";
11
13
  import { clearShader, coptyShader, fullScreenMesh, gaussBlurShader, strokeShader } from "./shaders";
12
14
  import threeLoader from "./threeLoader";
13
15
  import ThreeMouse from "./ThreeMouse";
14
16
  import threeUtils from "./threeUtils";
15
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  import Transition from "./Transition";
16
- import stroke_pass from "./pass/stroke_pass";
17
- import glow_pass from "./pass/glow_pass";
18
+ import FXAAShaderMaterial from "./shaders/FXAAShaderMaterial";
18
19
  // three.js 的基础对象
19
20
  export default class ThreeBase extends EventDispatcher {
20
21
  constructor() {
@@ -29,7 +30,6 @@ export default class ThreeBase extends EventDispatcher {
29
30
  baseDepthTexture.anisotropy = 16;
30
31
  return baseDepthTexture;
31
32
  })();
32
- // TODO 渲染目标的颜色空间问题 还没有处理好
33
33
  // 基础纹理渲染对象
34
34
  baseRenderTarget = (() => {
35
35
  const baseRenderTarget = new WebGLRenderTarget(128, 128, {
@@ -64,6 +64,7 @@ export default class ThreeBase extends EventDispatcher {
64
64
  });
65
65
  renderer.domElement.id = generateUUID();
66
66
  renderer.localClippingEnabled = true;
67
+ renderer.outputColorSpace = LinearSRGBColorSpace;
67
68
  renderer.setPixelRatio(window.devicePixelRatio);
68
69
  renderer.autoClear = false;
69
70
  renderer.clear();
@@ -95,9 +96,6 @@ export default class ThreeBase extends EventDispatcher {
95
96
  div.style.overflow = "hidden";
96
97
  div.innerHTML = "";
97
98
  div.append(this.renderer.domElement);
98
- // this.renderer.forceContextLoss();
99
- // await new Promise(resolve => requestAnimationFrame(resolve));
100
- // await new Promise(resolve => requestAnimationFrame(resolve));
101
99
  this.renderer.forceContextRestore();
102
100
  this.renderer.domElement.style.opacity = "1";
103
101
  this.setSize(div.clientWidth, div.clientHeight);
@@ -114,7 +112,11 @@ export default class ThreeBase extends EventDispatcher {
114
112
  }
115
113
  this.renderer.setPixelRatio(window.devicePixelRatio);
116
114
  this.renderer.setSize(width, height);
115
+ // 设置帧缓存区的尺寸
117
116
  this.baseRenderTarget.setSize(width * window.devicePixelRatio, height * window.devicePixelRatio);
117
+ // 设置深度纹理的尺寸
118
+ this.baseDepthTexture.image.width = width * window.devicePixelRatio;
119
+ this.baseDepthTexture.image.height = height * window.devicePixelRatio;
118
120
  this.size.set(width, height);
119
121
  // 渲染场景
120
122
  // this.renderer.clear();
@@ -142,11 +144,11 @@ export default class ThreeBase extends EventDispatcher {
142
144
  const controlsPosition = new Transition({ x: 100, y: 100, z: 100 });
143
145
  controlsPosition.setDuration(1000);
144
146
  controlsPosition.onChange(({ x, y, z }) => {
145
- const distance = this.controlsDistance.get("distance");
146
- this.camera.position.set(x + 0.01, y, z + 0.01)
147
- .sub(this.controls.target)
148
- .setLength(distance)
149
- .add(this.controls.target);
147
+ // const distance = this.controlsDistance.get("distance");
148
+ this.camera.position.set(x + 0.01, y, z + 0.01);
149
+ // .sub(this.controls.target)
150
+ // .setLength(distance)
151
+ // .add(this.controls.target);
150
152
  // // 创建初始方向向量
151
153
  // const directionVecA = new THREE.Vector3(1, 0, 0); // 需要旋转的初始方向向量
152
154
  // const referenceVecB = new THREE.Vector3(0, 1, 0); // 参考方向向量,用于确定旋转轴
@@ -181,6 +183,8 @@ export default class ThreeBase extends EventDispatcher {
181
183
  }
182
184
  return axesHelper;
183
185
  })();
186
+ //TODO 设置帧频率 默认50帧
187
+ frame = 50;
184
188
  init() {
185
189
  // 资源加载进度有更新时, 需要渲染
186
190
  threeLoader.addEventListener("progress", () => {
@@ -236,7 +240,7 @@ export default class ThreeBase extends EventDispatcher {
236
240
  return {
237
241
  center: new Vector3(...center),
238
242
  position: new Vector3(...position),
239
- centerPosition: `position: new Vector3(${position.join(",")}),center: new Vector3(${center.join(",")})`
243
+ centerPosition: `center: new Vector3(${center.join(",")}),position: new Vector3(${position.join(",")})`
240
244
  };
241
245
  }
242
246
  // 三维向量转化成屏幕上的2维向量
@@ -280,7 +284,7 @@ export default class ThreeBase extends EventDispatcher {
280
284
  // 渲染场景
281
285
  render() {
282
286
  // 控制器在移动时鼠标不能操作
283
- // this.controls.enabled = (this.controlsPosition.isDone() || this.controlsCenter.isDone());
287
+ this.renderer.domElement.style.pointerEvents = (!this.controlsPosition.isDone() || !this.controlsCenter.isDone()) ? "none" : "all";
284
288
  // canvas 没有在页面上面的话 就跳过渲染
285
289
  if (!threeUtils.inDocument(this.renderer.domElement)) {
286
290
  this.stopRender();
@@ -303,14 +307,15 @@ export default class ThreeBase extends EventDispatcher {
303
307
  }
304
308
  // 渲染场景
305
309
  this.dispatchEvent({ type: "beforeRender" });
306
- // this.renderer.setRenderTarget(this.baseRenderTarget);
310
+ // 把基础场景渲染到 帧缓冲区 在后期通道中会用到
311
+ this.renderer.setRenderTarget(this.baseRenderTarget);
307
312
  this.renderer.clear();
308
313
  this.renderer.render(this.scene, this.camera);
309
- // this.renderer.setRenderTarget(null);
310
- // this.renderer.clear();
311
- //TODO 渲染了2次, 还有优化空间
314
+ // 清空主画布
315
+ this.renderer.setRenderTarget(null);
316
+ this.renderer.clear();
312
317
  // this.renderer.setScissorTest(false);
313
- // this.renderRendererTarget(this.baseRenderTarget);
318
+ this.renderRendererTarget(this.baseRenderTarget);
314
319
  // this.renderer.setScissorTest(true);
315
320
  // this.renderer.setScissor(0, 0, 800, 1000);
316
321
  // this.renderer.render(this.scene, this.camera);
@@ -442,13 +447,21 @@ export default class ThreeBase extends EventDispatcher {
442
447
  this.renderTargetgaussBlur(renderTarget, 1, 1);
443
448
  this.renderTargetgaussBlur(renderTarget, 1, 1);
444
449
  }
445
- // 渲染 渲染目标
450
+ // 需要做康锯齿处理 渲染 渲染目标
446
451
  renderRendererTarget(renderTarget, alpha = false) {
447
- coptyShader.uniforms.map.value = renderTarget.texture;
448
- coptyShader.uniforms.opacity.value = 1.0;
449
- fullScreenMesh.material = coptyShader;
450
- coptyShader.blending = alpha ? NoBlending : NormalBlending;
452
+ FXAAShaderMaterial.uniforms.tDiffuse.value = renderTarget.texture;
453
+ fullScreenMesh.material = FXAAShaderMaterial;
451
454
  fullScreenMesh.render(this.renderer);
455
+ // const FXAAShaderMaterial = new ShaderMaterial({
456
+ // uniforms: {
457
+ // tDiffuse: { value: null }, // 贴图纹理
458
+ // resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
459
+ // },
460
+ // coptyShader.uniforms.map.value = renderTarget.texture;
461
+ // coptyShader.uniforms.opacity.value = 1.0;
462
+ // fullScreenMesh.material = coptyShader;
463
+ // coptyShader.blending = alpha ? NoBlending : NormalBlending;
464
+ // fullScreenMesh.render(this.renderer);
452
465
  }
453
466
  // 渲染纹理
454
467
  renderTexture(texture, alpha = false) {
package/ThreeBase.ts CHANGED
@@ -2,20 +2,21 @@
2
2
  * @Author: xiaosihan
3
3
  * @Date: 2021-12-20 13:38:22
4
4
  * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2023-05-23 23:54:13
5
+ * @Last Modified time: 2024-01-20 05:33:28
6
6
  */
7
7
 
8
8
  import { round } from "lodash";
9
- import { AxesHelper, BufferGeometry, Camera, DepthFormat, DepthTexture, DisplayP3ColorSpace, EventDispatcher, GridHelper, LinearEncoding, LinearFilter, LinearSRGBColorSpace, Mesh, MeshBasicMaterial, MOUSE, NoBlending, NoColorSpace, NormalBlending, Object3D, PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace, sRGBEncoding, Texture, TOUCH, UnsignedShortType, Vector2, Vector3, WebGLRenderer, WebGLRenderTarget } from "three";
9
+ import { AxesHelper, BufferGeometry, Camera, DepthFormat, DepthTexture, EventDispatcher, GridHelper, LinearFilter, LinearSRGBColorSpace, Mesh, MeshBasicMaterial, MOUSE, NoBlending, NormalBlending, Object3D, PerspectiveCamera, RGBAFormat, Scene, Texture, TOUCH, UnsignedShortType, Vector2, Vector3, WebGLRenderer, WebGLRenderTarget } from "three";
10
10
  import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
11
11
  import { generateUUID } from "three/src/math/MathUtils";
12
+ import glow_pass from "./pass/glow_pass";
13
+ import stroke_pass from "./pass/stroke_pass";
12
14
  import { clearShader, coptyShader, fullScreenMesh, gaussBlurShader, strokeShader } from "./shaders";
13
15
  import threeLoader from "./threeLoader";
14
16
  import ThreeMouse from "./ThreeMouse";
15
17
  import threeUtils from "./threeUtils";
16
18
  import Transition from "./Transition";
17
- import stroke_pass from "./pass/stroke_pass";
18
- import glow_pass from "./pass/glow_pass";
19
+ import FXAAShaderMaterial from "./shaders/FXAAShaderMaterial";
19
20
 
20
21
  // three.js 的基础对象
21
22
  export default class ThreeBase extends EventDispatcher {
@@ -34,7 +35,6 @@ export default class ThreeBase extends EventDispatcher {
34
35
  return baseDepthTexture;
35
36
  })();
36
37
 
37
- // TODO 渲染目标的颜色空间问题 还没有处理好
38
38
  // 基础纹理渲染对象
39
39
  baseRenderTarget = (() => {
40
40
  const baseRenderTarget = new WebGLRenderTarget(128, 128, {
@@ -69,13 +69,14 @@ export default class ThreeBase extends EventDispatcher {
69
69
  alpha: true,// 透明背景
70
70
  antialias: true, // 阴影抗锯齿
71
71
  precision: "highp", //precision:highp/mediump/lowp着色精度选择
72
- logarithmicDepthBuffer: true, // 对数深度缓冲区 避免当2个面完全重合时闪烁
72
+ logarithmicDepthBuffer: true, // 对数深度缓冲区 避免当2个面挨的很近时闪烁
73
73
  preserveDrawingBuffer: true, // 是否保存绘图缓冲
74
74
  stencil: false, // 模版
75
75
  });
76
76
 
77
77
  renderer.domElement.id = generateUUID();
78
78
  renderer.localClippingEnabled = true;
79
+ renderer.outputColorSpace = LinearSRGBColorSpace;
79
80
  renderer.setPixelRatio(window.devicePixelRatio);
80
81
  renderer.autoClear = false;
81
82
  renderer.clear();
@@ -113,9 +114,6 @@ export default class ThreeBase extends EventDispatcher {
113
114
  div.innerHTML = "";
114
115
  div.append(this.renderer.domElement);
115
116
 
116
- // this.renderer.forceContextLoss();
117
- // await new Promise(resolve => requestAnimationFrame(resolve));
118
- // await new Promise(resolve => requestAnimationFrame(resolve));
119
117
  this.renderer.forceContextRestore();
120
118
  this.renderer.domElement.style.opacity = "1";
121
119
 
@@ -137,8 +135,13 @@ export default class ThreeBase extends EventDispatcher {
137
135
  this.renderer.setPixelRatio(window.devicePixelRatio);
138
136
  this.renderer.setSize(width, height);
139
137
 
138
+ // 设置帧缓存区的尺寸
140
139
  this.baseRenderTarget.setSize(width * window.devicePixelRatio, height * window.devicePixelRatio);
141
140
 
141
+ // 设置深度纹理的尺寸
142
+ this.baseDepthTexture.image.width = width * window.devicePixelRatio;
143
+ this.baseDepthTexture.image.height = height * window.devicePixelRatio;
144
+
142
145
  this.size.set(width, height);
143
146
  // 渲染场景
144
147
  // this.renderer.clear();
@@ -169,11 +172,11 @@ export default class ThreeBase extends EventDispatcher {
169
172
  const controlsPosition = new Transition({ x: 100, y: 100, z: 100 });
170
173
  controlsPosition.setDuration(1000);
171
174
  controlsPosition.onChange(({ x, y, z }) => {
172
- const distance = this.controlsDistance.get("distance");
175
+ // const distance = this.controlsDistance.get("distance");
173
176
  this.camera.position.set(x + 0.01, y, z + 0.01)
174
- .sub(this.controls.target)
175
- .setLength(distance)
176
- .add(this.controls.target);
177
+ // .sub(this.controls.target)
178
+ // .setLength(distance)
179
+ // .add(this.controls.target);
177
180
 
178
181
  // // 创建初始方向向量
179
182
  // const directionVecA = new THREE.Vector3(1, 0, 0); // 需要旋转的初始方向向量
@@ -219,6 +222,9 @@ export default class ThreeBase extends EventDispatcher {
219
222
  return axesHelper;
220
223
  })();
221
224
 
225
+ //TODO 设置帧频率 默认50帧
226
+ frame = 50;
227
+
222
228
  init() {
223
229
  // 资源加载进度有更新时, 需要渲染
224
230
  threeLoader.addEventListener("progress", () => {
@@ -291,7 +297,7 @@ export default class ThreeBase extends EventDispatcher {
291
297
  return {
292
298
  center: new Vector3(...center),
293
299
  position: new Vector3(...position),
294
- centerPosition: `position: new Vector3(${position.join(",")}),center: new Vector3(${center.join(",")})`
300
+ centerPosition: `center: new Vector3(${center.join(",")}),position: new Vector3(${position.join(",")})`
295
301
  }
296
302
  }
297
303
 
@@ -343,9 +349,8 @@ export default class ThreeBase extends EventDispatcher {
343
349
 
344
350
  // 渲染场景
345
351
  render() {
346
-
347
352
  // 控制器在移动时鼠标不能操作
348
- // this.controls.enabled = (this.controlsPosition.isDone() || this.controlsCenter.isDone());
353
+ this.renderer.domElement.style.pointerEvents = (!this.controlsPosition.isDone() || !this.controlsCenter.isDone()) ? "none" : "all";
349
354
 
350
355
  // canvas 没有在页面上面的话 就跳过渲染
351
356
  if (!threeUtils.inDocument(this.renderer.domElement)) {
@@ -375,16 +380,19 @@ export default class ThreeBase extends EventDispatcher {
375
380
  // 渲染场景
376
381
  this.dispatchEvent({ type: "beforeRender" } as never);
377
382
 
378
- // this.renderer.setRenderTarget(this.baseRenderTarget);
383
+ // 把基础场景渲染到 帧缓冲区 在后期通道中会用到
384
+ this.renderer.setRenderTarget(this.baseRenderTarget);
379
385
  this.renderer.clear();
380
386
  this.renderer.render(this.scene, this.camera);
381
387
 
382
- // this.renderer.setRenderTarget(null);
383
- // this.renderer.clear();
388
+ // 清空主画布
389
+ this.renderer.setRenderTarget(null);
390
+ this.renderer.clear();
384
391
 
385
- //TODO 渲染了2次, 还有优化空间
386
392
  // this.renderer.setScissorTest(false);
387
- // this.renderRendererTarget(this.baseRenderTarget);
393
+
394
+ this.renderRendererTarget(this.baseRenderTarget);
395
+
388
396
  // this.renderer.setScissorTest(true);
389
397
  // this.renderer.setScissor(0, 0, 800, 1000);
390
398
  // this.renderer.render(this.scene, this.camera);
@@ -542,13 +550,23 @@ export default class ThreeBase extends EventDispatcher {
542
550
  this.renderTargetgaussBlur(renderTarget, 1, 1);
543
551
  }
544
552
 
545
- // 渲染 渲染目标
553
+ // 需要做康锯齿处理 渲染 渲染目标
546
554
  renderRendererTarget(renderTarget: WebGLRenderTarget, alpha: boolean = false) {
547
- coptyShader.uniforms.map.value = renderTarget.texture;
548
- coptyShader.uniforms.opacity.value = 1.0;
549
- fullScreenMesh.material = coptyShader;
550
- coptyShader.blending = alpha ? NoBlending : NormalBlending;
555
+
556
+ FXAAShaderMaterial.uniforms.tDiffuse.value = renderTarget.texture;
557
+ fullScreenMesh.material = FXAAShaderMaterial;
551
558
  fullScreenMesh.render(this.renderer);
559
+
560
+ // const FXAAShaderMaterial = new ShaderMaterial({
561
+ // uniforms: {
562
+ // tDiffuse: { value: null }, // 贴图纹理
563
+ // resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
564
+ // },
565
+ // coptyShader.uniforms.map.value = renderTarget.texture;
566
+ // coptyShader.uniforms.opacity.value = 1.0;
567
+ // fullScreenMesh.material = coptyShader;
568
+ // coptyShader.blending = alpha ? NoBlending : NormalBlending;
569
+ // fullScreenMesh.render(this.renderer);
552
570
  }
553
571
 
554
572
  // 渲染纹理
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-base",
3
- "version": "2.0.21",
3
+ "version": "2.0.23",
4
4
  "description": "three 3d three-base",
5
5
  "publishConfig": {
6
6
  "registry": "https://registry.npmjs.org/"
package/pass/glow_pass.js CHANGED
@@ -482,7 +482,7 @@ export default function glow_pass(renderer, camera, object3d, baseDepthTexture)
482
482
  renderer.setRenderTarget(selectTextureTarget);
483
483
  scene.children = [object3d];
484
484
  renderer.clear();
485
- renderer.render(object3d, camera);
485
+ renderer.render(scene, camera);
486
486
  // 设置描边着色器的分辨率
487
487
  blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
488
488
  // 设置抗锯齿着色器的分辨率
package/pass/glow_pass.ts CHANGED
@@ -504,7 +504,7 @@ export default function glow_pass(renderer: WebGLRenderer, camera: Camera, objec
504
504
  renderer.setRenderTarget(selectTextureTarget);
505
505
  scene.children = [object3d];
506
506
  renderer.clear();
507
- renderer.render(object3d, camera);
507
+ renderer.render(scene, camera);
508
508
 
509
509
  // 设置描边着色器的分辨率
510
510
  blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
@@ -478,7 +478,7 @@ export default function stroke_pass(renderer, camera, object3d, baseDepthTexture
478
478
  renderer.setRenderTarget(selectTextureTarget);
479
479
  scene.children = [object3d];
480
480
  renderer.clear();
481
- renderer.render(object3d, camera);
481
+ renderer.render(scene, camera);
482
482
  // 设置描边着色器的分辨率
483
483
  blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
484
484
  // 设置抗锯齿着色器的分辨率
@@ -497,7 +497,7 @@ export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, obj
497
497
  renderer.setRenderTarget(selectTextureTarget);
498
498
  scene.children = [object3d];
499
499
  renderer.clear();
500
- renderer.render(object3d, camera);
500
+ renderer.render(scene, camera);
501
501
 
502
502
  // 设置描边着色器的分辨率
503
503
  blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
@@ -0,0 +1,3 @@
1
+ import { ShaderMaterial } from "three";
2
+ declare const FXAAShaderMaterial: ShaderMaterial;
3
+ export default FXAAShaderMaterial;
@@ -0,0 +1,244 @@
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2024-01-20 05:10:37
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2024-01-20 05:10:57
6
+ */
7
+ import { NoBlending, ShaderChunk, ShaderMaterial, Vector2 } from "three";
8
+ // 抗锯齿着色器
9
+ const FXAAShaderMaterial = new ShaderMaterial({
10
+ uniforms: {
11
+ tDiffuse: { value: null },
12
+ resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
13
+ },
14
+ vertexShader: `
15
+ ${ShaderChunk.common}
16
+ ${ShaderChunk.logdepthbuf_pars_vertex}
17
+ varying vec2 vUv;
18
+ void main() {
19
+ vUv = uv;
20
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
21
+ ${ShaderChunk.logdepthbuf_vertex}
22
+ }
23
+ `,
24
+ fragmentShader: `
25
+ ${ShaderChunk.logdepthbuf_pars_fragment}
26
+ precision highp float;
27
+
28
+ uniform sampler2D tDiffuse;
29
+
30
+ uniform vec2 resolution;
31
+
32
+ varying vec2 vUv;
33
+
34
+ #ifndef FXAA_DISCARD
35
+ //
36
+ // Only valid for PC OpenGL currently.
37
+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
38
+ //
39
+ // 1 = Use discard on pixels which don't need AA.
40
+ // For APIs which enable concurrent TEX+ROP from same surface.
41
+ // 0 = Return unchanged color on pixels which don't need AA.
42
+ //
43
+ #define FXAA_DISCARD 0
44
+ #endif
45
+
46
+ /*--------------------------------------------------------------------------*/
47
+ #define FxaaTexTop(t, p) texture2D(t, p, -100.0)
48
+ #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
49
+ /*--------------------------------------------------------------------------*/
50
+
51
+ #define NUM_SAMPLES 5
52
+
53
+ // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
54
+ float contrast( vec4 a, vec4 b ) {
55
+ vec4 diff = abs( a - b );
56
+ return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
57
+ }
58
+
59
+ /*============================================================================
60
+
61
+ FXAA3 QUALITY - PC
62
+
63
+ ============================================================================*/
64
+
65
+ /*--------------------------------------------------------------------------*/
66
+ vec4 FxaaPixelShader(
67
+ vec2 posM,
68
+ sampler2D tex,
69
+ vec2 fxaaQualityRcpFrame,
70
+ float fxaaQualityEdgeThreshold,
71
+ float fxaaQualityinvEdgeThreshold
72
+ ) {
73
+ vec4 rgbaM = FxaaTexTop(tex, posM);
74
+ vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
75
+ vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
76
+ vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
77
+ vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
78
+ // . S .
79
+ // W M E
80
+ // . N .
81
+
82
+ bool earlyExit = max( max( max(
83
+ contrast( rgbaM, rgbaN ),
84
+ contrast( rgbaM, rgbaS ) ),
85
+ contrast( rgbaM, rgbaE ) ),
86
+ contrast( rgbaM, rgbaW ) )
87
+ < fxaaQualityEdgeThreshold;
88
+ // . 0 .
89
+ // 0 0 0
90
+ // . 0 .
91
+
92
+ #if (FXAA_DISCARD == 1)
93
+ if(earlyExit) FxaaDiscard;
94
+ #else
95
+ if(earlyExit) return rgbaM;
96
+ #endif
97
+
98
+ float contrastN = contrast( rgbaM, rgbaN );
99
+ float contrastS = contrast( rgbaM, rgbaS );
100
+ float contrastE = contrast( rgbaM, rgbaE );
101
+ float contrastW = contrast( rgbaM, rgbaW );
102
+
103
+ float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
104
+ relativeVContrast *= fxaaQualityinvEdgeThreshold;
105
+
106
+ bool horzSpan = relativeVContrast > 0.;
107
+ // . 1 .
108
+ // 0 0 0
109
+ // . 1 .
110
+
111
+ // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
112
+ if( abs( relativeVContrast ) < .3 ) {
113
+ // locate the edge
114
+ vec2 dirToEdge;
115
+ dirToEdge.x = contrastE > contrastW ? 1. : -1.;
116
+ dirToEdge.y = contrastS > contrastN ? 1. : -1.;
117
+ // . 2 . . 1 .
118
+ // 1 0 2 ~= 0 0 1
119
+ // . 1 . . 0 .
120
+
121
+ // tap 2 pixels and see which ones are "outside" the edge, to
122
+ // determine if the edge is vertical or horizontal
123
+
124
+ vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
125
+ float matchAlongH = contrast( rgbaM, rgbaAlongH );
126
+ // . 1 .
127
+ // 0 0 1
128
+ // . 0 H
129
+
130
+ vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
131
+ float matchAlongV = contrast( rgbaM, rgbaAlongV );
132
+ // V 1 .
133
+ // 0 0 1
134
+ // . 0 .
135
+
136
+ relativeVContrast = matchAlongV - matchAlongH;
137
+ relativeVContrast *= fxaaQualityinvEdgeThreshold;
138
+
139
+ if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
140
+ // 1 1 .
141
+ // 0 0 1
142
+ // . 0 1
143
+
144
+ // do a simple blur
145
+ return mix(
146
+ rgbaM,
147
+ (rgbaN + rgbaS + rgbaE + rgbaW) * .25,
148
+ .4
149
+ );
150
+ }
151
+
152
+ horzSpan = relativeVContrast > 0.;
153
+ }
154
+
155
+ if(!horzSpan) rgbaN = rgbaW;
156
+ if(!horzSpan) rgbaS = rgbaE;
157
+ // . 0 . 1
158
+ // 1 0 1 -> 0
159
+ // . 0 . 1
160
+
161
+ bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
162
+ if(!pairN) rgbaN = rgbaS;
163
+
164
+ vec2 offNP;
165
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
166
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
167
+
168
+ bool doneN = false;
169
+ bool doneP = false;
170
+
171
+ float nDist = 0.;
172
+ float pDist = 0.;
173
+
174
+ vec2 posN = posM;
175
+ vec2 posP = posM;
176
+
177
+ int iterationsUsed = 0;
178
+ int iterationsUsedN = 0;
179
+ int iterationsUsedP = 0;
180
+ for( int i = 0; i < NUM_SAMPLES; i++ ) {
181
+ iterationsUsed = i;
182
+
183
+ float increment = float(i + 1);
184
+
185
+ if(!doneN) {
186
+ nDist += increment;
187
+ posN = posM + offNP * nDist;
188
+ vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
189
+ doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
190
+ iterationsUsedN = i;
191
+ }
192
+
193
+ if(!doneP) {
194
+ pDist += increment;
195
+ posP = posM - offNP * pDist;
196
+ vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
197
+ doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
198
+ iterationsUsedP = i;
199
+ }
200
+
201
+ if(doneN || doneP) break;
202
+ }
203
+
204
+
205
+ if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
206
+
207
+ float dist = min(
208
+ doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
209
+ doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
210
+ );
211
+
212
+ // hacky way of reduces blurriness of mostly diagonal edges
213
+ // but reduces AA quality
214
+ dist = pow(dist, .5);
215
+
216
+ dist = 1. - dist;
217
+
218
+ return mix(
219
+ rgbaM,
220
+ rgbaN,
221
+ dist * .5
222
+ );
223
+ }
224
+
225
+ void main() {
226
+ const float edgeDetectionQuality = .2;
227
+ const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
228
+
229
+ gl_FragColor = FxaaPixelShader(
230
+ vUv,
231
+ tDiffuse,
232
+ resolution,
233
+ edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
234
+ invEdgeDetectionQuality
235
+ );
236
+ ${ShaderChunk.logdepthbuf_fragment}
237
+ }
238
+ `,
239
+ blending: NoBlending,
240
+ depthTest: false,
241
+ depthWrite: false,
242
+ transparent: true
243
+ });
244
+ export default FXAAShaderMaterial;