viral-viewer-2 4.6.2 → 4.6.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/components/post-processing/post-processing-renderer.d.ts +2 -2
- package/dist/components/post-processing/post-processing-renderer.js +10 -3
- package/dist/components/post-processing/post-processing-renderer.js.map +1 -1
- package/dist/components/renderer/viral-renderer.js +3 -1
- package/dist/components/renderer/viral-renderer.js.map +1 -1
- package/dist/threejs-addon/post-processing/ssaa-render-pass.d.ts +30 -0
- package/dist/threejs-addon/post-processing/ssaa-render-pass.js +202 -0
- package/dist/threejs-addon/post-processing/ssaa-render-pass.js.map +1 -0
- package/package.json +1 -1
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@@ -1,11 +1,11 @@
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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:
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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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@@ -2,8 +2,8 @@
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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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@@ -17,13 +17,20 @@ 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
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this.renderPass = new ssaa_render_pass_1.SSAARenderPass(scene, camera);
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this.renderPass.setSize(window.innerWidth, window.innerHeight);
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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);
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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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{"version":3,"file":"post-processing-renderer.js","sourceRoot":"","sources":["../../../src/components/post-processing/post-processing-renderer.ts"],"names":[],"mappings":";;;AACA,yFAAqF;
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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,CAAC,CAAC;YACnD,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC;YAC/D,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;AAxCD,wDAwCC"}
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@@ -8,7 +8,9 @@ class ViralRenderer {
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this.viralViewerApi = viralViewerApi;
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this.renderer = new three_1.WebGLRenderer({
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alpha: true,
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antialias:
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antialias: false,
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stencil: false,
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depth: false,
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logarithmicDepthBuffer: true,
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powerPreference: "high-performance",
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});
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{"version":3,"file":"viral-renderer.js","sourceRoot":"","sources":["../../../src/components/renderer/viral-renderer.ts"],"names":[],"mappings":";;;AAAA,iCAA8E;AAE9E,0FAAqF;AAErF,MAAa,aAAa;
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{"version":3,"file":"viral-renderer.js","sourceRoot":"","sources":["../../../src/components/renderer/viral-renderer.ts"],"names":[],"mappings":";;;AAAA,iCAA8E;AAE9E,0FAAqF;AAErF,MAAa,aAAa;IAYxB,YAAmB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QAXjD,aAAQ,GAAkB,IAAI,qBAAa,CAAC;YAC1C,KAAK,EAAE,IAAI;YACX,SAAS,EAAE,KAAK;YAChB,OAAO,EAAE,KAAK;YACd,KAAK,EAAE,KAAK;YACZ,sBAAsB,EAAE,IAAI;YAC5B,eAAe,EAAE,kBAAkB;SACpC,CAAC,CAAC;QAKD,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;QACvC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,GAAG,wBAAgB,CAAC;QAChD,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QACzC,IAAI,CAAC,QAAQ,CAAC,OAAO,CACnB,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,WAAW,EAC7C,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,YAAY,CAC/C,CAAC;QAEF,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;QACxE,IAAI,CAAC,sBAAsB,GAAG,IAAI,iDAAsB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC1E,CAAC;IACM,UAAU,CAAC,KAAY,EAAC,MAAa;QAE1C,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,EAAC,MAAM,CAAC,CAAC;QACpC,IAAI,CAAC,sBAAsB,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,EAAC,MAAM,CAAC,CAAC;IAC7D,CAAC;IACM,MAAM;;QACX,IACE,IAAI,CAAC,cAAc,CAAC,WAAW;YAC/B,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EACtC;YACA,0CAA0C;YAC1C,MAAA,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,0CAAE,iBAAiB,CAAC,IAAI,CAAC,CAAC;YAChE,wBAAwB;YACxB,0CAA0C;YAC1C,2CAA2C;YAC3C,KAAK;YACL,IAAI,CAAC,sBAAsB,CAAC,MAAM,EAAE,CAAC;YACrC,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,CAAC,WAAW,EAAE;gBAC/D,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;gBAChC,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAClB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,CAAC,qBAAqB,EACrE,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;gBACF,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC;aAChC;SACF;IACH,CAAC;CACF;AApDD,sCAoDC"}
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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';
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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);
|
|
111
|
+
}
|
|
112
|
+
else if (this.camera.clearViewOffset) {
|
|
113
|
+
this.camera.clearViewOffset();
|
|
114
|
+
}
|
|
115
|
+
renderer.autoClear = autoClear;
|
|
116
|
+
renderer.setClearColor(this._oldClearColor, oldClearAlpha);
|
|
117
|
+
}
|
|
118
|
+
}
|
|
119
|
+
exports.SSAARenderPass = SSAARenderPass;
|
|
120
|
+
// These jitter vectors are specified in integers because it is easier.
|
|
121
|
+
// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
|
|
122
|
+
// before being used, thus these integers need to be scaled by 1/16.
|
|
123
|
+
//
|
|
124
|
+
// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
|
|
125
|
+
const _JitterVectors = [
|
|
126
|
+
[
|
|
127
|
+
[0, 0]
|
|
128
|
+
],
|
|
129
|
+
[
|
|
130
|
+
[4, 4],
|
|
131
|
+
[-4, -4]
|
|
132
|
+
],
|
|
133
|
+
[
|
|
134
|
+
[-2, -6],
|
|
135
|
+
[6, -2],
|
|
136
|
+
[-6, 2],
|
|
137
|
+
[2, 6]
|
|
138
|
+
],
|
|
139
|
+
[
|
|
140
|
+
[1, -3],
|
|
141
|
+
[-1, 3],
|
|
142
|
+
[5, 1],
|
|
143
|
+
[-3, -5],
|
|
144
|
+
[-5, 5],
|
|
145
|
+
[-7, -1],
|
|
146
|
+
[3, 7],
|
|
147
|
+
[7, -7]
|
|
148
|
+
],
|
|
149
|
+
[
|
|
150
|
+
[1, 1],
|
|
151
|
+
[-1, -3],
|
|
152
|
+
[-3, 2],
|
|
153
|
+
[4, -1],
|
|
154
|
+
[-5, -2],
|
|
155
|
+
[2, 5],
|
|
156
|
+
[5, 3],
|
|
157
|
+
[3, -5],
|
|
158
|
+
[-2, 6],
|
|
159
|
+
[0, -7],
|
|
160
|
+
[-4, -6],
|
|
161
|
+
[-6, 4],
|
|
162
|
+
[-8, 0],
|
|
163
|
+
[7, -4],
|
|
164
|
+
[6, 7],
|
|
165
|
+
[-7, -8]
|
|
166
|
+
],
|
|
167
|
+
[
|
|
168
|
+
[-4, -7],
|
|
169
|
+
[-7, -5],
|
|
170
|
+
[-3, -5],
|
|
171
|
+
[-5, -4],
|
|
172
|
+
[-1, -4],
|
|
173
|
+
[-2, -2],
|
|
174
|
+
[-6, -1],
|
|
175
|
+
[-4, 0],
|
|
176
|
+
[-7, 1],
|
|
177
|
+
[-1, 2],
|
|
178
|
+
[-6, 3],
|
|
179
|
+
[-3, 3],
|
|
180
|
+
[-7, 6],
|
|
181
|
+
[-3, 6],
|
|
182
|
+
[-5, 7],
|
|
183
|
+
[-1, 7],
|
|
184
|
+
[5, -7],
|
|
185
|
+
[1, -6],
|
|
186
|
+
[6, -5],
|
|
187
|
+
[4, -4],
|
|
188
|
+
[2, -3],
|
|
189
|
+
[7, -2],
|
|
190
|
+
[1, -1],
|
|
191
|
+
[4, -1],
|
|
192
|
+
[2, 1],
|
|
193
|
+
[6, 2],
|
|
194
|
+
[0, 4],
|
|
195
|
+
[4, 4],
|
|
196
|
+
[2, 5],
|
|
197
|
+
[7, 5],
|
|
198
|
+
[5, 6],
|
|
199
|
+
[3, 7]
|
|
200
|
+
]
|
|
201
|
+
];
|
|
202
|
+
//# sourceMappingURL=ssaa-render-pass.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|