viral-viewer-2 4.6.1 → 4.6.3

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.
@@ -1,11 +1,15 @@
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  import { Camera, Scene, WebGLRenderer } from "three";
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  import { EffectComposer } from "../../threejs-addon/post-processing/effect-composer";
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- import { RenderPass } from "../../threejs-addon/post-processing/render-pass";
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+ import { SAOPass } from "../../threejs-addon/post-processing/sao-pass";
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+ import { SSAARenderPass } from "../../threejs-addon/post-processing/ssaa-render-pass";
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  export declare class PostProcessingRenderer {
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  private renderer;
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  composer: EffectComposer;
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- renderPass: RenderPass | null;
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+ renderPass: SSAARenderPass | null;
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+ saoPass: SAOPass | null;
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  constructor(renderer: WebGLRenderer);
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  render(): void;
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  initRenderPass(scene: Scene, camera: Camera): void;
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+ initSAOPass(scene: Scene, camera: Camera): void;
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+ turnOnSAOPass(): void;
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  }
@@ -2,11 +2,13 @@
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  Object.defineProperty(exports, "__esModule", { value: true });
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  exports.PostProcessingRenderer = void 0;
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  const effect_composer_1 = require("../../threejs-addon/post-processing/effect-composer");
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- const render_pass_1 = require("../../threejs-addon/post-processing/render-pass");
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+ const sao_pass_1 = require("../../threejs-addon/post-processing/sao-pass");
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+ const ssaa_render_pass_1 = require("../../threejs-addon/post-processing/ssaa-render-pass");
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  class PostProcessingRenderer {
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  constructor(renderer) {
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  this.renderer = renderer;
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  this.renderPass = null;
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+ this.saoPass = null;
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  this.composer = new effect_composer_1.EffectComposer(this.renderer);
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  this.composer.setSize(window.innerWidth, window.innerHeight);
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  }
@@ -15,10 +17,24 @@ class PostProcessingRenderer {
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  }
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  initRenderPass(scene, camera) {
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  if (!this.renderPass) {
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- this.renderPass = new render_pass_1.RenderPass(scene, camera);
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+ this.renderPass = new ssaa_render_pass_1.SSAARenderPass(scene, camera, 0xAAAAAA, 0);
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  this.composer.addPass(this.renderPass);
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  }
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  }
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+ initSAOPass(scene, camera) {
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+ if (!this.saoPass) {
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+ this.saoPass = new sao_pass_1.SAOPass(scene, camera, true, true);
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+ this.saoPass.resolution.set(8192, 8192);
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+ this.saoPass.params.saoBias = .5;
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+ this.saoPass.params.saoIntensity = .0012;
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+ this.saoPass.params.saoScale = .3;
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+ this.saoPass.params.saoKernelRadius = 40;
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+ this.saoPass.params.saoMinResolution = 0;
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+ }
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+ }
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+ turnOnSAOPass() {
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+ this.composer.addPass(this.saoPass);
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+ }
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  }
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  exports.PostProcessingRenderer = PostProcessingRenderer;
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  //# sourceMappingURL=post-processing-renderer.js.map
@@ -1 +1 @@
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- {"version":3,"file":"post-processing-renderer.js","sourceRoot":"","sources":["../../../src/components/post-processing/post-processing-renderer.ts"],"names":[],"mappings":";;;AACA,yFAAqF;AACrF,iFAA6E;AAE7E,MAAa,sBAAsB;IAGjC,YAAoB,QAAuB;QAAvB,aAAQ,GAAR,QAAQ,CAAe;QAD3C,eAAU,GAAsB,IAAI,CAAC;QAEnC,IAAI,CAAC,QAAQ,GAAG,IAAI,gCAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAClD,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC;IAC/D,CAAC;IAEM,MAAM;QACX,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;IACzB,CAAC;IAEM,cAAc,CAAC,KAAW,EAAC,MAAa;QAC7C,IAAG,CAAC,IAAI,CAAC,UAAU,EACnB;YACE,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,KAAK,EAAC,MAAM,CAAC,CAAC;YAC/C,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACxC;IACH,CAAC;CACF;AAnBD,wDAmBC"}
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+ {"version":3,"file":"post-processing-renderer.js","sourceRoot":"","sources":["../../../src/components/post-processing/post-processing-renderer.ts"],"names":[],"mappings":";;;AACA,yFAAqF;AAErF,2EAAuE;AACvE,2FAAsF;AAEtF,MAAa,sBAAsB;IAKjC,YAAoB,QAAuB;QAAvB,aAAQ,GAAR,QAAQ,CAAe;QAH3C,eAAU,GAA0B,IAAI,CAAC;QACzC,YAAO,GAAmB,IAAI,CAAC;QAG7B,IAAI,CAAC,QAAQ,GAAG,IAAI,gCAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAClD,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC;IAC/D,CAAC;IAEM,MAAM;QACX,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;IACzB,CAAC;IAEM,cAAc,CAAC,KAAW,EAAC,MAAa;QAC7C,IAAG,CAAC,IAAI,CAAC,UAAU,EACnB;YACE,IAAI,CAAC,UAAU,GAAG,IAAI,iCAAc,CAAC,KAAK,EAAC,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,CAAC;YAChE,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACxC;IACH,CAAC;IAEM,WAAW,CAAC,KAAW,EAAC,MAAa;QAE1C,IAAG,CAAC,IAAI,CAAC,OAAO,EAChB;YACE,IAAI,CAAC,OAAO,GAAG,IAAI,kBAAO,CAAC,KAAK,EAAC,MAAM,EAAC,IAAI,EAAC,IAAI,CAAC,CAAC;YACnD,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YACxC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,GAAG,EAAE,CAAA;YAChC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,YAAY,GAAG,KAAK,CAAA;YACxC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,QAAQ,GAAG,EAAE,CAAA;YACjC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,eAAe,GAAG,EAAE,CAAA;YACxC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,gBAAgB,GAAG,CAAC,CAAA;SACzC;IACH,CAAC;IAEM,aAAa;QAClB,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACtC,CAAC;CACF;AAvCD,wDAuCC"}
@@ -0,0 +1,30 @@
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+ /**
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+ *
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+ * Supersample Anti-Aliasing Render Pass
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+ *
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+ * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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+ *
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+ * References: https://en.wikipedia.org/wiki/Supersampling
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+ *
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+ */
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+ export class SSAARenderPass extends Pass {
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+ constructor(scene: any, camera: any, clearColor: any, clearAlpha: any);
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+ scene: any;
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+ camera: any;
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+ sampleLevel: number;
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+ unbiased: boolean;
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+ clearColor: any;
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+ clearAlpha: any;
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+ _oldClearColor: Color;
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+ copyUniforms: any;
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+ copyMaterial: ShaderMaterial;
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+ fsQuad: FullScreenQuad;
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+ sampleRenderTarget: WebGLRenderTarget | null | undefined;
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+ setSize(width: any, height: any): void;
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+ render(renderer: any, writeBuffer: any, readBuffer: any): void;
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+ }
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+ import { Pass } from './pass';
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+ import { Color } from 'three';
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+ import { ShaderMaterial } from 'three';
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+ import { FullScreenQuad } from './pass';
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+ import { WebGLRenderTarget } from 'three';
@@ -0,0 +1,202 @@
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.SSAARenderPass = void 0;
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+ const three_1 = require("three");
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+ const pass_1 = require("./pass");
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+ const copy_shader_1 = require("../shaders/copy-shader");
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+ /**
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+ *
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+ * Supersample Anti-Aliasing Render Pass
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+ *
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+ * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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+ *
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+ * References: https://en.wikipedia.org/wiki/Supersampling
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+ *
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+ */
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+ class SSAARenderPass extends pass_1.Pass {
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+ constructor(scene, camera, clearColor, clearAlpha) {
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+ super();
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+ this.scene = scene;
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+ this.camera = camera;
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+ this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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+ this.unbiased = true;
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+ // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
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+ this.clearColor = (clearColor !== undefined) ? clearColor : 0x000000;
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+ this.clearAlpha = (clearAlpha !== undefined) ? clearAlpha : 0;
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+ this._oldClearColor = new three_1.Color();
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+ const copyShader = copy_shader_1.CopyShader;
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+ this.copyUniforms = three_1.UniformsUtils.clone(copyShader.uniforms);
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+ this.copyMaterial = new three_1.ShaderMaterial({
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+ uniforms: this.copyUniforms,
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+ vertexShader: copyShader.vertexShader,
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+ fragmentShader: copyShader.fragmentShader,
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+ transparent: true,
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+ depthTest: false,
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+ depthWrite: false,
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+ // do not use AdditiveBlending because it mixes the alpha channel instead of adding
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+ blending: three_1.CustomBlending,
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+ blendEquation: three_1.AddEquation,
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+ blendDst: three_1.OneFactor,
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+ blendDstAlpha: three_1.OneFactor,
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+ blendSrc: three_1.SrcAlphaFactor,
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+ blendSrcAlpha: three_1.OneFactor
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+ });
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+ this.fsQuad = new pass_1.FullScreenQuad(this.copyMaterial);
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+ }
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+ dispose() {
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+ if (this.sampleRenderTarget) {
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+ this.sampleRenderTarget.dispose();
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+ this.sampleRenderTarget = null;
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+ }
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+ this.copyMaterial.dispose();
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+ this.fsQuad.dispose();
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+ }
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+ setSize(width, height) {
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+ if (this.sampleRenderTarget)
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+ this.sampleRenderTarget.setSize(width, height);
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+ }
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+ render(renderer, writeBuffer, readBuffer) {
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+ if (!this.sampleRenderTarget) {
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+ this.sampleRenderTarget = new three_1.WebGLRenderTarget(readBuffer.width, readBuffer.height);
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+ this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
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+ }
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+ const jitterOffsets = _JitterVectors[Math.max(0, Math.min(this.sampleLevel, 5))];
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+ const autoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+ renderer.getClearColor(this._oldClearColor);
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+ const oldClearAlpha = renderer.getClearAlpha();
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+ const baseSampleWeight = 1.0 / jitterOffsets.length;
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+ const roundingRange = 1 / 32;
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+ this.copyUniforms['tDiffuse'].value = this.sampleRenderTarget.texture;
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+ const viewOffset = {
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+ fullWidth: readBuffer.width,
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+ fullHeight: readBuffer.height,
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+ offsetX: 0,
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+ offsetY: 0,
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+ width: readBuffer.width,
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+ height: readBuffer.height
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+ };
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+ const originalViewOffset = Object.assign({}, this.camera.view);
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+ if (originalViewOffset.enabled)
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+ Object.assign(viewOffset, originalViewOffset);
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+ // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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+ for (let i = 0; i < jitterOffsets.length; i++) {
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+ const jitterOffset = jitterOffsets[i];
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+ if (this.camera.setViewOffset) {
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+ this.camera.setViewOffset(viewOffset.fullWidth, viewOffset.fullHeight, viewOffset.offsetX + jitterOffset[0] * 0.0625, viewOffset.offsetY + jitterOffset[1] * 0.0625, // 0.0625 = 1 / 16
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+ viewOffset.width, viewOffset.height);
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+ }
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+ let sampleWeight = baseSampleWeight;
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+ if (this.unbiased) {
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+ // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
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+ // The following equation varies the sampleWeight per sample so that it is uniformly distributed
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+ // across a range of values whose rounding errors cancel each other out.
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+ const uniformCenteredDistribution = (-0.5 + (i + 0.5) / jitterOffsets.length);
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+ sampleWeight += roundingRange * uniformCenteredDistribution;
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+ }
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+ this.copyUniforms['opacity'].value = sampleWeight;
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+ renderer.setClearColor(this.clearColor, this.clearAlpha);
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+ renderer.setRenderTarget(this.sampleRenderTarget);
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+ renderer.clear();
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+ renderer.render(this.scene, this.camera);
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+ renderer.setRenderTarget(this.renderToScreen ? null : writeBuffer);
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+ if (i === 0) {
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+ renderer.setClearColor(0x000000, 0.0);
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+ renderer.clear();
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+ }
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+ this.fsQuad.render(renderer);
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+ }
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+ if (this.camera.setViewOffset && originalViewOffset.enabled) {
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+ this.camera.setViewOffset(originalViewOffset.fullWidth, originalViewOffset.fullHeight, originalViewOffset.offsetX, originalViewOffset.offsetY, originalViewOffset.width, originalViewOffset.height);
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+ }
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+ else if (this.camera.clearViewOffset) {
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+ this.camera.clearViewOffset();
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+ }
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+ renderer.autoClear = autoClear;
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+ renderer.setClearColor(this._oldClearColor, oldClearAlpha);
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+ }
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+ }
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+ exports.SSAARenderPass = SSAARenderPass;
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+ // These jitter vectors are specified in integers because it is easier.
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+ // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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+ // before being used, thus these integers need to be scaled by 1/16.
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+ //
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+ // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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+ const _JitterVectors = [
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+ [
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+ [0, 0]
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+ ],
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+ [
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+ [4, 4],
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+ [-4, -4]
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+ ],
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+ [
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+ [-2, -6],
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+ [6, -2],
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+ [-6, 2],
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+ [2, 6]
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+ ],
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+ [
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+ [1, -3],
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+ [-1, 3],
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+ [5, 1],
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+ [-3, -5],
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+ [-5, 5],
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+ [-7, -1],
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+ [3, 7],
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+ [7, -7]
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+ ],
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+ [
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+ [1, 1],
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+ [-1, -3],
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+ [-3, 2],
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+ [4, -1],
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+ [-5, -2],
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+ [2, 5],
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+ [5, 3],
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+ [3, -5],
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+ [-2, 6],
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+ [0, -7],
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+ [-4, -6],
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+ [-6, 4],
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+ [-8, 0],
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+ [7, -4],
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+ [6, 7],
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+ [-7, -8]
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+ ],
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+ [
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+ [-4, -7],
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+ [-7, -5],
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+ [-3, -5],
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+ [-5, -4],
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+ [-1, -4],
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+ [-2, -2],
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+ [-6, -1],
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+ [-4, 0],
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+ [-7, 1],
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+ [-1, 2],
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+ [-6, 3],
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+ [-3, 3],
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+ [-7, 6],
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+ [-3, 6],
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+ [-5, 7],
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+ [-1, 7],
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+ [5, -7],
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+ [1, -6],
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+ [6, -5],
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+ [4, -4],
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+ [2, -3],
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+ [7, -2],
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+ [1, -1],
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+ [4, -1],
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+ [2, 1],
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+ [6, 2],
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+ [0, 4],
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+ [4, 4],
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+ [2, 5],
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+ [7, 5],
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+ [5, 6],
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+ [3, 7]
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+ ]
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+ ];
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+ //# sourceMappingURL=ssaa-render-pass.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "viral-viewer-2",
3
- "version": "4.6.1",
3
+ "version": "4.6.3",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",