three-stdlib 2.35.15 → 2.36.0

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.
@@ -13,6 +13,7 @@ const _vector = /* @__PURE__ */ new THREE.Vector3();
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  const _changeEvent = { type: "change" };
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  const _lockEvent = { type: "lock" };
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  const _unlockEvent = { type: "unlock" };
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+ const _MOUSE_SENSITIVITY = 2e-3;
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  const _PI_2 = Math.PI / 2;
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  class PointerLockControls extends EventDispatcher.EventDispatcher {
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  constructor(camera, domElement) {
@@ -27,8 +28,8 @@ class PointerLockControls extends EventDispatcher.EventDispatcher {
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  if (!this.domElement || this.isLocked === false)
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  return;
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  _euler.setFromQuaternion(this.camera.quaternion);
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- _euler.y -= event.movementX * 2e-3 * this.pointerSpeed;
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- _euler.x -= event.movementY * 2e-3 * this.pointerSpeed;
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+ _euler.y -= event.movementX * _MOUSE_SENSITIVITY * this.pointerSpeed;
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+ _euler.x -= event.movementY * _MOUSE_SENSITIVITY * this.pointerSpeed;
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  _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x));
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  this.camera.quaternion.setFromEuler(_euler);
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  this.dispatchEvent(_changeEvent);
@@ -1 +1 @@
1
- {"version":3,"file":"PointerLockControls.cjs","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = /* @__PURE__ */ new Euler(0, 0, 0, 'YXZ')\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {}\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {}\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {}\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":["Euler","Vector3","EventDispatcher"],"mappings":";;;;;;;;;;AAGA,MAAM,SAA6B,oBAAAA,MAAAA,MAAM,GAAG,GAAG,GAAG,KAAK;AACvD,MAAM,8BAA8BC,MAAAA;AACpC,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4BC,gBAAAA,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAID,MAAAA,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;;"}
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+ {"version":3,"file":"PointerLockControls.cjs","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = /* @__PURE__ */ new Euler(0, 0, 0, 'YXZ')\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _MOUSE_SENSITIVITY = 0.002\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {}\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {}\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {}\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * _MOUSE_SENSITIVITY * this.pointerSpeed\n _euler.x -= event.movementY * _MOUSE_SENSITIVITY * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":["Euler","Vector3","EventDispatcher"],"mappings":";;;;;;;;;;AAGA,MAAM,SAA6B,oBAAAA,MAAAA,MAAM,GAAG,GAAG,GAAG,KAAK;AACvD,MAAM,8BAA8BC,MAAAA;AACpC,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,qBAAqB;AAC3B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4BC,gBAAAA,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,qBAAqB,KAAK;AACxD,aAAO,KAAK,MAAM,YAAY,qBAAqB,KAAK;AACxD,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAID,MAAAA,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;;"}
@@ -11,6 +11,7 @@ const _vector = /* @__PURE__ */ new Vector3();
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  const _changeEvent = { type: "change" };
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  const _lockEvent = { type: "lock" };
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  const _unlockEvent = { type: "unlock" };
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+ const _MOUSE_SENSITIVITY = 2e-3;
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  const _PI_2 = Math.PI / 2;
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  class PointerLockControls extends EventDispatcher {
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  constructor(camera, domElement) {
@@ -25,8 +26,8 @@ class PointerLockControls extends EventDispatcher {
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  if (!this.domElement || this.isLocked === false)
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  return;
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  _euler.setFromQuaternion(this.camera.quaternion);
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- _euler.y -= event.movementX * 2e-3 * this.pointerSpeed;
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- _euler.x -= event.movementY * 2e-3 * this.pointerSpeed;
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+ _euler.y -= event.movementX * _MOUSE_SENSITIVITY * this.pointerSpeed;
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+ _euler.x -= event.movementY * _MOUSE_SENSITIVITY * this.pointerSpeed;
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  _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x));
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  this.camera.quaternion.setFromEuler(_euler);
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  this.dispatchEvent(_changeEvent);
@@ -1 +1 @@
1
- {"version":3,"file":"PointerLockControls.js","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = /* @__PURE__ */ new Euler(0, 0, 0, 'YXZ')\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {}\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {}\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {}\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - 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1
+ {"version":3,"file":"PointerLockControls.js","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = /* @__PURE__ */ new Euler(0, 0, 0, 'YXZ')\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _MOUSE_SENSITIVITY = 0.002\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {}\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {}\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {}\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * _MOUSE_SENSITIVITY * this.pointerSpeed\n _euler.x -= event.movementY * _MOUSE_SENSITIVITY * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":[],"mappings":";;;;;;;;AAGA,MAAM,SAA6B,oBAAA,MAAM,GAAG,GAAG,GAAG,KAAK;AACvD,MAAM,8BAA8B;AACpC,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,qBAAqB;AAC3B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4B,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,qBAAqB,KAAK;AACxD,aAAO,KAAK,MAAM,YAAY,qBAAqB,KAAK;AACxD,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAI,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.35.15",
3
+ "version": "2.36.0",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",
@@ -31,8 +31,6 @@ class GlitchPass extends Pass.Pass {
31
31
  this.generateTrigger();
32
32
  }
33
33
  render(renderer, writeBuffer, readBuffer) {
34
- if (renderer.capabilities.isWebGL2 === false)
35
- this.uniforms["tDisp"].value.format = THREE.LuminanceFormat;
36
34
  this.uniforms["tDiffuse"].value = readBuffer.texture;
37
35
  this.uniforms["seed"].value = Math.random();
38
36
  this.uniforms["byp"].value = 0;
@@ -1 +1 @@
1
- {"version":3,"file":"GlitchPass.cjs","sources":["../../src/postprocessing/GlitchPass.ts"],"sourcesContent":["import { Pass, FullScreenQuad } from './Pass'\nimport {\n DataTexture,\n FloatType,\n MathUtils,\n RedFormat,\n LuminanceFormat,\n ShaderMaterial,\n UniformsUtils,\n WebGLRenderTarget,\n WebGLRenderer,\n IUniform,\n} from 'three'\nimport { DigitalGlitch } from '../shaders/DigitalGlitch'\n\nclass GlitchPass extends Pass {\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n public goWild: boolean\n public curF: number\n public randX!: number\n\n public uniforms: Record<keyof typeof DigitalGlitch['uniforms'], IUniform<any>>\n\n constructor(dt_size = 64) {\n super()\n this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms)\n this.uniforms['tDisp'].value = this.generateHeightmap(dt_size)\n\n this.material = new ShaderMaterial({\n uniforms: this.uniforms,\n vertexShader: DigitalGlitch.vertexShader,\n fragmentShader: DigitalGlitch.fragmentShader,\n })\n\n this.fsQuad = new FullScreenQuad(this.material)\n this.goWild = false\n this.curF = 0\n this.generateTrigger()\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n /*, deltaTime, maskActive */\n ): void {\n if (renderer.capabilities.isWebGL2 === false) this.uniforms['tDisp'].value.format = LuminanceFormat\n\n this.uniforms['tDiffuse'].value = readBuffer.texture\n this.uniforms['seed'].value = Math.random() //default seeding\n this.uniforms['byp'].value = 0\n\n if (this.curF % this.randX == 0 || this.goWild == true) {\n this.uniforms['amount'].value = Math.random() / 30\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.curF = 0\n this.generateTrigger()\n } else if (this.curF % this.randX < this.randX / 5) {\n this.uniforms['amount'].value = Math.random() / 90\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3)\n } else if (this.goWild == false) {\n this.uniforms['byp'].value = 1\n }\n\n this.curF++\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n if (this.clear) renderer.clear()\n this.fsQuad.render(renderer)\n }\n }\n\n generateTrigger(): void {\n this.randX = MathUtils.randInt(120, 240)\n }\n\n generateHeightmap(dt_size: number): DataTexture {\n const data_arr = new Float32Array(dt_size * dt_size)\n const length = dt_size * dt_size\n\n for (let i = 0; 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1
+ {"version":3,"file":"GlitchPass.cjs","sources":["../../src/postprocessing/GlitchPass.ts"],"sourcesContent":["import { Pass, FullScreenQuad } from './Pass'\nimport {\n DataTexture,\n FloatType,\n MathUtils,\n RedFormat,\n ShaderMaterial,\n UniformsUtils,\n WebGLRenderTarget,\n WebGLRenderer,\n IUniform,\n} from 'three'\nimport { DigitalGlitch } from '../shaders/DigitalGlitch'\n\nclass GlitchPass extends Pass {\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n public goWild: boolean\n public curF: number\n public randX!: number\n\n public uniforms: Record<keyof typeof DigitalGlitch['uniforms'], IUniform<any>>\n\n constructor(dt_size = 64) {\n super()\n this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms)\n this.uniforms['tDisp'].value = this.generateHeightmap(dt_size)\n\n this.material = new ShaderMaterial({\n uniforms: this.uniforms,\n vertexShader: DigitalGlitch.vertexShader,\n fragmentShader: DigitalGlitch.fragmentShader,\n })\n\n this.fsQuad = new FullScreenQuad(this.material)\n this.goWild = false\n this.curF = 0\n this.generateTrigger()\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n /*, deltaTime, maskActive */\n ): void {\n this.uniforms['tDiffuse'].value = readBuffer.texture\n this.uniforms['seed'].value = Math.random() //default seeding\n this.uniforms['byp'].value = 0\n\n if (this.curF % this.randX == 0 || this.goWild == true) {\n this.uniforms['amount'].value = Math.random() / 30\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.curF = 0\n this.generateTrigger()\n } else if (this.curF % this.randX < this.randX / 5) {\n this.uniforms['amount'].value = Math.random() / 90\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3)\n } else if (this.goWild == false) {\n this.uniforms['byp'].value = 1\n }\n\n this.curF++\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n if (this.clear) renderer.clear()\n this.fsQuad.render(renderer)\n }\n }\n\n generateTrigger(): void {\n this.randX = MathUtils.randInt(120, 240)\n }\n\n generateHeightmap(dt_size: number): DataTexture {\n const data_arr = new Float32Array(dt_size * dt_size)\n const length = dt_size * dt_size\n\n for (let i = 0; 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@@ -5,7 +5,7 @@ var __publicField = (obj, key, value) => {
5
5
  return value;
6
6
  };
7
7
  import { Pass, FullScreenQuad } from "./Pass.js";
8
- import { UniformsUtils, ShaderMaterial, LuminanceFormat, MathUtils, DataTexture, RedFormat, FloatType } from "three";
8
+ import { UniformsUtils, ShaderMaterial, MathUtils, DataTexture, RedFormat, FloatType } from "three";
9
9
  import { DigitalGlitch } from "../shaders/DigitalGlitch.js";
10
10
  class GlitchPass extends Pass {
11
11
  constructor(dt_size = 64) {
@@ -29,8 +29,6 @@ class GlitchPass extends Pass {
29
29
  this.generateTrigger();
30
30
  }
31
31
  render(renderer, writeBuffer, readBuffer) {
32
- if (renderer.capabilities.isWebGL2 === false)
33
- this.uniforms["tDisp"].value.format = LuminanceFormat;
34
32
  this.uniforms["tDiffuse"].value = readBuffer.texture;
35
33
  this.uniforms["seed"].value = Math.random();
36
34
  this.uniforms["byp"].value = 0;
@@ -1 +1 @@
1
- {"version":3,"file":"GlitchPass.js","sources":["../../src/postprocessing/GlitchPass.ts"],"sourcesContent":["import { Pass, FullScreenQuad } from './Pass'\nimport {\n DataTexture,\n FloatType,\n MathUtils,\n RedFormat,\n LuminanceFormat,\n ShaderMaterial,\n UniformsUtils,\n WebGLRenderTarget,\n WebGLRenderer,\n IUniform,\n} from 'three'\nimport { DigitalGlitch } from '../shaders/DigitalGlitch'\n\nclass GlitchPass extends Pass {\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n public goWild: boolean\n public curF: number\n public randX!: number\n\n public uniforms: Record<keyof typeof DigitalGlitch['uniforms'], IUniform<any>>\n\n constructor(dt_size = 64) {\n super()\n this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms)\n this.uniforms['tDisp'].value = this.generateHeightmap(dt_size)\n\n this.material = new ShaderMaterial({\n uniforms: this.uniforms,\n vertexShader: DigitalGlitch.vertexShader,\n fragmentShader: DigitalGlitch.fragmentShader,\n })\n\n this.fsQuad = new FullScreenQuad(this.material)\n this.goWild = false\n this.curF = 0\n this.generateTrigger()\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n /*, deltaTime, maskActive */\n ): void {\n if (renderer.capabilities.isWebGL2 === false) this.uniforms['tDisp'].value.format = LuminanceFormat\n\n this.uniforms['tDiffuse'].value = readBuffer.texture\n this.uniforms['seed'].value = Math.random() //default seeding\n this.uniforms['byp'].value = 0\n\n if (this.curF % this.randX == 0 || this.goWild == true) {\n this.uniforms['amount'].value = Math.random() / 30\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.curF = 0\n this.generateTrigger()\n } else if (this.curF % this.randX < this.randX / 5) {\n this.uniforms['amount'].value = Math.random() / 90\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3)\n } else if (this.goWild == false) {\n this.uniforms['byp'].value = 1\n }\n\n this.curF++\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n if (this.clear) renderer.clear()\n this.fsQuad.render(renderer)\n }\n }\n\n generateTrigger(): void {\n this.randX = MathUtils.randInt(120, 240)\n }\n\n generateHeightmap(dt_size: number): DataTexture {\n const data_arr = new Float32Array(dt_size * dt_size)\n const length = dt_size * dt_size\n\n for (let i = 0; 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1
+ {"version":3,"file":"GlitchPass.js","sources":["../../src/postprocessing/GlitchPass.ts"],"sourcesContent":["import { Pass, FullScreenQuad } from './Pass'\nimport {\n DataTexture,\n FloatType,\n MathUtils,\n RedFormat,\n ShaderMaterial,\n UniformsUtils,\n WebGLRenderTarget,\n WebGLRenderer,\n IUniform,\n} from 'three'\nimport { DigitalGlitch } from '../shaders/DigitalGlitch'\n\nclass GlitchPass extends Pass {\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n public goWild: boolean\n public curF: number\n public randX!: number\n\n public uniforms: Record<keyof typeof DigitalGlitch['uniforms'], IUniform<any>>\n\n constructor(dt_size = 64) {\n super()\n this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms)\n this.uniforms['tDisp'].value = this.generateHeightmap(dt_size)\n\n this.material = new ShaderMaterial({\n uniforms: this.uniforms,\n vertexShader: DigitalGlitch.vertexShader,\n fragmentShader: DigitalGlitch.fragmentShader,\n })\n\n this.fsQuad = new FullScreenQuad(this.material)\n this.goWild = false\n this.curF = 0\n this.generateTrigger()\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget,\n /*, deltaTime, maskActive */\n ): void {\n this.uniforms['tDiffuse'].value = readBuffer.texture\n this.uniforms['seed'].value = Math.random() //default seeding\n this.uniforms['byp'].value = 0\n\n if (this.curF % this.randX == 0 || this.goWild == true) {\n this.uniforms['amount'].value = Math.random() / 30\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.curF = 0\n this.generateTrigger()\n } else if (this.curF % this.randX < this.randX / 5) {\n this.uniforms['amount'].value = Math.random() / 90\n this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI)\n this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1)\n this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1)\n this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3)\n this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3)\n } else if (this.goWild == false) {\n this.uniforms['byp'].value = 1\n }\n\n this.curF++\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n if (this.clear) renderer.clear()\n this.fsQuad.render(renderer)\n }\n }\n\n generateTrigger(): void {\n this.randX = MathUtils.randInt(120, 240)\n }\n\n generateHeightmap(dt_size: number): DataTexture {\n const data_arr = new Float32Array(dt_size * dt_size)\n const length = dt_size * dt_size\n\n for (let i = 0; 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@@ -110,8 +110,6 @@ const SSAOPass = /* @__PURE__ */ (() => {
110
110
  this.fsQuad.dispose();
111
111
  }
112
112
  render(renderer, writeBuffer) {
113
- if (renderer.capabilities.isWebGL2 === false)
114
- this.noiseTexture.format = THREE.LuminanceFormat;
115
113
  renderer.setRenderTarget(this.beautyRenderTarget);
116
114
  renderer.clear();
117
115
  renderer.render(this.scene, this.camera);
@@ -1 +1 @@
1
- {"version":3,"file":"SSAOPass.cjs","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n LuminanceFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSAOPass = /* @__PURE__ */ (() => {\n class SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.camera = camera\n this.scene = scene\n\n this.kernelRadius = 8\n this.kernelSize = 32\n this.kernel = []\n this.noiseTexture = null\n this.output = 0\n\n this.minDistance = 0.005\n this.maxDistance = 0.1\n\n this._visibilityCache = new Map()\n\n //\n\n this.generateSampleKernel()\n this.generateRandomKernelRotations()\n\n // beauty render target\n\n const depthTexture = new DepthTexture()\n depthTexture.format = DepthStencilFormat\n depthTexture.type = UnsignedInt248Type\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n // normal render target with depth buffer\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n depthTexture: depthTexture,\n })\n\n // ssao render target\n\n this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n this.blurRenderTarget = this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n if (renderer.capabilities.isWebGL2 === false) this.noiseTexture.format = LuminanceFormat\n\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget)\n\n // render blur\n\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n\n // output result to screen\n\n switch (this.output) {\n case SSAOPass.OUTPUT.SSAO:\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Blur:\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Default:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = CustomBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSAOPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.beautyRenderTarget.setSize(width, height)\n this.ssaoRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n\n this.ssaoMaterial.uniforms['resolution'].value.set(width, height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n }\n\n generateSampleKernel() {\n const kernelSize = this.kernelSize\n const kernel = this.kernel\n\n for (let i = 0; i < kernelSize; i++) {\n const sample = new Vector3()\n sample.x = Math.random() * 2 - 1\n sample.y = Math.random() * 2 - 1\n sample.z = Math.random()\n\n sample.normalize()\n\n let scale = i / kernelSize\n scale = MathUtils.lerp(0.1, 1, scale * scale)\n sample.multiplyScalar(scale)\n\n kernel.push(sample)\n }\n }\n\n generateRandomKernelRotations() {\n const width = 4,\n height = 4\n\n if (SimplexNoise === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SimplexNoise.')\n }\n\n const simplex = new SimplexNoise()\n\n const size = width * height\n const data = new Float32Array(size)\n\n for (let i = 0; i < size; i++) {\n const x = Math.random() * 2 - 1\n const y = Math.random() * 2 - 1\n const z = 0\n\n data[i] = simplex.noise3d(x, y, z)\n }\n\n this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType)\n this.noiseTexture.wrapS = RepeatWrapping\n this.noiseTexture.wrapT = RepeatWrapping\n this.noiseTexture.needsUpdate = true\n }\n\n overrideVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n cache.set(object, object.visible)\n\n if (object.isPoints || object.isLine) object.visible = false\n })\n }\n\n restoreVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n const visible = cache.get(object)\n object.visible = visible\n })\n\n cache.clear()\n }\n }\n\n return SSAOPass\n})()\n\nexport { SSAOPass 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+ {"version":3,"file":"SSAOPass.cjs","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSAOPass = /* @__PURE__ */ (() => {\n class SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== undefined ? width : 512\n 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this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n 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@@ -4,7 +4,7 @@ var __publicField = (obj, key, value) => {
4
4
  __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
5
  return value;
6
6
  };
7
- import { DepthTexture, DepthStencilFormat, UnsignedInt248Type, WebGLRenderTarget, NearestFilter, ShaderMaterial, UniformsUtils, NoBlending, MeshNormalMaterial, DstColorFactor, ZeroFactor, AddEquation, DstAlphaFactor, Color, LuminanceFormat, CustomBlending, Vector3, MathUtils, DataTexture, RedFormat, FloatType, RepeatWrapping } from "three";
7
+ import { DepthTexture, DepthStencilFormat, UnsignedInt248Type, WebGLRenderTarget, NearestFilter, ShaderMaterial, UniformsUtils, NoBlending, MeshNormalMaterial, DstColorFactor, ZeroFactor, AddEquation, DstAlphaFactor, Color, CustomBlending, Vector3, MathUtils, DataTexture, RedFormat, FloatType, RepeatWrapping } from "three";
8
8
  import { Pass, FullScreenQuad } from "./Pass.js";
9
9
  import { SimplexNoise } from "../math/SimplexNoise.js";
10
10
  import { SSAOShader, SSAOBlurShader, SSAODepthShader } from "../shaders/SSAOShader.js";
@@ -108,8 +108,6 @@ const SSAOPass = /* @__PURE__ */ (() => {
108
108
  this.fsQuad.dispose();
109
109
  }
110
110
  render(renderer, writeBuffer) {
111
- if (renderer.capabilities.isWebGL2 === false)
112
- this.noiseTexture.format = LuminanceFormat;
113
111
  renderer.setRenderTarget(this.beautyRenderTarget);
114
112
  renderer.clear();
115
113
  renderer.render(this.scene, this.camera);
@@ -1 +1 @@
1
- {"version":3,"file":"SSAOPass.js","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n LuminanceFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSAOPass = /* @__PURE__ */ (() => {\n class SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.camera = camera\n this.scene = scene\n\n this.kernelRadius = 8\n this.kernelSize = 32\n this.kernel = []\n this.noiseTexture = null\n this.output = 0\n\n this.minDistance = 0.005\n this.maxDistance = 0.1\n\n this._visibilityCache = new Map()\n\n //\n\n this.generateSampleKernel()\n this.generateRandomKernelRotations()\n\n // beauty render target\n\n const depthTexture = new DepthTexture()\n depthTexture.format = DepthStencilFormat\n depthTexture.type = UnsignedInt248Type\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n // normal render target with depth buffer\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n depthTexture: depthTexture,\n })\n\n // ssao render target\n\n this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n this.blurRenderTarget = this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n if (renderer.capabilities.isWebGL2 === false) this.noiseTexture.format = LuminanceFormat\n\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget)\n\n // render blur\n\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n\n // output result to screen\n\n switch (this.output) {\n case SSAOPass.OUTPUT.SSAO:\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Blur:\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Default:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = CustomBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSAOPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.beautyRenderTarget.setSize(width, height)\n this.ssaoRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n\n this.ssaoMaterial.uniforms['resolution'].value.set(width, height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n }\n\n generateSampleKernel() {\n const kernelSize = this.kernelSize\n const kernel = this.kernel\n\n for (let i = 0; i < kernelSize; i++) {\n const sample = new Vector3()\n sample.x = Math.random() * 2 - 1\n sample.y = Math.random() * 2 - 1\n sample.z = Math.random()\n\n sample.normalize()\n\n let scale = i / kernelSize\n scale = MathUtils.lerp(0.1, 1, scale * scale)\n sample.multiplyScalar(scale)\n\n kernel.push(sample)\n }\n }\n\n generateRandomKernelRotations() {\n const width = 4,\n height = 4\n\n if (SimplexNoise === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SimplexNoise.')\n }\n\n const simplex = new SimplexNoise()\n\n const size = width * height\n const data = new Float32Array(size)\n\n for (let i = 0; i < size; i++) {\n const x = Math.random() * 2 - 1\n const y = Math.random() * 2 - 1\n const z = 0\n\n data[i] = simplex.noise3d(x, y, z)\n }\n\n this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType)\n this.noiseTexture.wrapS = RepeatWrapping\n this.noiseTexture.wrapT = RepeatWrapping\n this.noiseTexture.needsUpdate = true\n }\n\n overrideVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n cache.set(object, object.visible)\n\n if (object.isPoints || object.isLine) object.visible = false\n })\n }\n\n restoreVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n const visible = cache.get(object)\n object.visible = visible\n })\n\n cache.clear()\n }\n }\n\n return SSAOPass\n})()\n\nexport { SSAOPass 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+ {"version":3,"file":"SSAOPass.js","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSAOPass = /* @__PURE__ */ (() => {\n class SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.camera = camera\n this.scene = scene\n\n this.kernelRadius = 8\n this.kernelSize = 32\n this.kernel = []\n this.noiseTexture = null\n this.output = 0\n\n this.minDistance = 0.005\n this.maxDistance = 0.1\n\n this._visibilityCache = new Map()\n\n //\n\n this.generateSampleKernel()\n this.generateRandomKernelRotations()\n\n // beauty render target\n\n const depthTexture = new DepthTexture()\n depthTexture.format = DepthStencilFormat\n depthTexture.type = UnsignedInt248Type\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n // normal render target with depth buffer\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n depthTexture: depthTexture,\n })\n\n // ssao render target\n\n this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n this.blurRenderTarget = this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget)\n\n // render blur\n\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n\n // output result to screen\n\n switch (this.output) {\n case SSAOPass.OUTPUT.SSAO:\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Blur:\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Default:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = CustomBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSAOPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.beautyRenderTarget.setSize(width, height)\n this.ssaoRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n\n this.ssaoMaterial.uniforms['resolution'].value.set(width, height)\n 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Float32Array(size)\n\n for (let i = 0; i < size; i++) {\n const x = Math.random() * 2 - 1\n const y = Math.random() * 2 - 1\n const z = 0\n\n data[i] = simplex.noise3d(x, y, z)\n }\n\n this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType)\n this.noiseTexture.wrapS = RepeatWrapping\n this.noiseTexture.wrapT = RepeatWrapping\n this.noiseTexture.needsUpdate = true\n }\n\n overrideVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n cache.set(object, object.visible)\n\n if (object.isPoints || object.isLine) object.visible = false\n })\n }\n\n restoreVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n const visible = cache.get(object)\n object.visible = visible\n })\n\n cache.clear()\n }\n }\n\n return SSAOPass\n})()\n\nexport { SSAOPass 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