viral-viewer-2 5.9.2 → 5.9.4

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Files changed (66) hide show
  1. package/dist/components/camera/viral-camera.d.ts +1 -1
  2. package/dist/components/compress/compress.processor.d.ts +4 -0
  3. package/dist/components/compress/compress.processor.js +29 -0
  4. package/dist/components/compress/compress.processor.js.map +1 -0
  5. package/dist/components/custom-objects/viral-instanced-mesh.d.ts +6 -6
  6. package/dist/components/custom-objects/viral-instanced-mesh.js +62 -32
  7. package/dist/components/custom-objects/viral-instanced-mesh.js.map +1 -1
  8. package/dist/components/event-handler/viral-centralized-event-handler.js +3 -3
  9. package/dist/components/event-handler/viral-centralized-event-handler.js.map +1 -1
  10. package/dist/components/loader/viral-three.loader.d.ts +1 -1
  11. package/dist/components/loader/viral-viewer-point-cloud.loader.d.ts +16 -0
  12. package/dist/components/loader/viral-viewer-point-cloud.loader.js +33 -0
  13. package/dist/components/loader/viral-viewer-point-cloud.loader.js.map +1 -0
  14. package/dist/components/loader/viral-viewer-revit.loader.d.ts +13 -0
  15. package/dist/components/loader/viral-viewer-revit.loader.js +124 -0
  16. package/dist/components/loader/viral-viewer-revit.loader.js.map +1 -0
  17. package/dist/components/post-processing/ambient-occlusion-effect.d.ts +2 -0
  18. package/dist/components/post-processing/ambient-occlusion-effect.js +2 -1
  19. package/dist/components/post-processing/ambient-occlusion-effect.js.map +1 -1
  20. package/dist/components/scene/viral-scene.d.ts +1 -1
  21. package/dist/components/visibility-manager/viral-visibility-manager.js +2 -2
  22. package/dist/components/visibility-manager/viral-visibility-manager.js.map +1 -1
  23. package/dist/components/worker/load-model.d.ts +126 -0
  24. package/dist/components/worker/load-model.js +1265 -0
  25. package/dist/components/worker/load-model.js.map +1 -0
  26. package/dist/components/worker/test-worker-pool.d.ts +6 -0
  27. package/dist/components/worker/test-worker-pool.js +21 -0
  28. package/dist/components/worker/test-worker-pool.js.map +1 -0
  29. package/dist/components/worker/viral-viewer-4.worker.js +3 -1
  30. package/dist/components/worker/viral-viewer-4.worker.js.map +1 -1
  31. package/dist/components/worker/viral-viewer.worker-pool.d.ts +0 -0
  32. package/dist/components/worker/viral-viewer.worker-pool.js +61 -0
  33. package/dist/components/worker/viral-viewer.worker-pool.js.map +1 -0
  34. package/dist/components/worker/worker-pool.d.ts +21 -0
  35. package/dist/components/worker/worker-pool.js +47 -0
  36. package/dist/components/worker/worker-pool.js.map +1 -0
  37. package/dist/components/worker/worker-thread.d.ts +9 -0
  38. package/dist/components/worker/worker-thread.js +30 -0
  39. package/dist/components/worker/worker-thread.js.map +1 -0
  40. package/dist/components/worker-script/test-worker-pool.script.d.ts +1 -0
  41. package/dist/components/worker-script/test-worker-pool.script.js +12 -0
  42. package/dist/components/worker-script/test-worker-pool.script.js.map +1 -0
  43. package/dist/models/dictionary.model.d.ts +10 -0
  44. package/dist/models/dictionary.model.js +41 -0
  45. package/dist/models/dictionary.model.js.map +1 -1
  46. package/dist/threejs-addon/gltf-loader.d.ts +1 -1
  47. package/dist/threejs-addon/n8ao/n8ao.d.ts +8 -8
  48. package/dist/threejs-addon/n8ao/post-processing.d.ts +1534 -3919
  49. package/dist/threejs-addon/post-processing/outline-pass.d.ts +7 -7
  50. package/dist/threejs-addon/post-processing/pass.d.ts +1 -1
  51. package/dist/threejs-addon/post-processing/sao-pass.d.ts +5 -5
  52. package/dist/threejs-addon/post-processing/unreal-bloom-pass.d.ts +3 -3
  53. package/dist/threejs-addon/transform-control.d.ts +3 -3
  54. package/package.json +1 -1
  55. package/dist/components/post-processing/viral-post-processing.d.ts +0 -11
  56. package/dist/components/post-processing/viral-post-processing.js +0 -29
  57. package/dist/components/post-processing/viral-post-processing.js.map +0 -1
  58. package/dist/threejs-addon/post-processing/ssaa-render-pass.d.ts +0 -30
  59. package/dist/threejs-addon/post-processing/ssaa-render-pass.js +0 -202
  60. package/dist/threejs-addon/post-processing/ssaa-render-pass.js.map +0 -1
  61. package/dist/threejs-addon/shaders/color-correction-shader.d.ts +0 -22
  62. package/dist/threejs-addon/shaders/color-correction-shader.js +0 -43
  63. package/dist/threejs-addon/shaders/color-correction-shader.js.map +0 -1
  64. package/dist/threejs-addon/shaders/fxaa-shader.d.ts +0 -14
  65. package/dist/threejs-addon/shaders/fxaa-shader.js +0 -279
  66. package/dist/threejs-addon/shaders/fxaa-shader.js.map +0 -1
@@ -13,16 +13,16 @@ export class OutlinePass extends Pass {
13
13
  pulsePeriod: number;
14
14
  _visibilityCache: Map<any, any>;
15
15
  resolution: Vector2;
16
- renderTargetMaskBuffer: WebGLRenderTarget<import("three").Texture>;
16
+ renderTargetMaskBuffer: WebGLRenderTarget;
17
17
  depthMaterial: MeshDepthMaterial;
18
18
  prepareMaskMaterial: ShaderMaterial;
19
- renderTargetDepthBuffer: WebGLRenderTarget<import("three").Texture>;
20
- renderTargetMaskDownSampleBuffer: WebGLRenderTarget<import("three").Texture>;
21
- renderTargetBlurBuffer1: WebGLRenderTarget<import("three").Texture>;
22
- renderTargetBlurBuffer2: WebGLRenderTarget<import("three").Texture>;
19
+ renderTargetDepthBuffer: WebGLRenderTarget;
20
+ renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
21
+ renderTargetBlurBuffer1: WebGLRenderTarget;
22
+ renderTargetBlurBuffer2: WebGLRenderTarget;
23
23
  edgeDetectionMaterial: ShaderMaterial;
24
- renderTargetEdgeBuffer1: WebGLRenderTarget<import("three").Texture>;
25
- renderTargetEdgeBuffer2: WebGLRenderTarget<import("three").Texture>;
24
+ renderTargetEdgeBuffer1: WebGLRenderTarget;
25
+ renderTargetEdgeBuffer2: WebGLRenderTarget;
26
26
  separableBlurMaterial1: ShaderMaterial;
27
27
  separableBlurMaterial2: ShaderMaterial;
28
28
  overlayMaterial: ShaderMaterial;
@@ -10,7 +10,7 @@ export class Pass {
10
10
  }
11
11
  export class FullScreenQuad {
12
12
  constructor(material: any);
13
- _mesh: Mesh<BufferGeometry<import("three").NormalBufferAttributes>, any, import("three").Object3DEventMap>;
13
+ _mesh: Mesh<BufferGeometry<import("three").NormalBufferAttributes>, any>;
14
14
  dispose(): void;
15
15
  render(renderer: any): void;
16
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  set material(arg: any);
@@ -23,11 +23,11 @@ export class SAOPass extends Pass {
23
23
  saoBlurDepthCutoff: number;
24
24
  };
25
25
  resolution: Vector2;
26
- saoRenderTarget: WebGLRenderTarget<import("three").Texture>;
27
- blurIntermediateRenderTarget: WebGLRenderTarget<import("three").Texture>;
28
- beautyRenderTarget: WebGLRenderTarget<import("three").Texture>;
29
- normalRenderTarget: WebGLRenderTarget<import("three").Texture>;
30
- depthRenderTarget: WebGLRenderTarget<import("three").Texture>;
26
+ saoRenderTarget: WebGLRenderTarget;
27
+ blurIntermediateRenderTarget: WebGLRenderTarget;
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+ beautyRenderTarget: WebGLRenderTarget;
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+ normalRenderTarget: WebGLRenderTarget;
30
+ depthRenderTarget: WebGLRenderTarget;
31
31
  depthMaterial: MeshDepthMaterial;
32
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  normalMaterial: MeshNormalMaterial;
33
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  saoMaterial: ShaderMaterial;
@@ -14,10 +14,10 @@ export class UnrealBloomPass extends Pass {
14
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  threshold: any;
15
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  resolution: Vector2;
16
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  clearColor: Color;
17
- renderTargetsHorizontal: WebGLRenderTarget<import("three").Texture>[];
18
- renderTargetsVertical: WebGLRenderTarget<import("three").Texture>[];
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+ renderTargetsHorizontal: WebGLRenderTarget[];
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+ renderTargetsVertical: WebGLRenderTarget[];
19
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  nMips: number;
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- renderTargetBright: WebGLRenderTarget<import("three").Texture>;
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+ renderTargetBright: WebGLRenderTarget;
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  highPassUniforms: any;
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  materialHighPassFilter: ShaderMaterial;
23
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  separableBlurMaterials: ShaderMaterial[];
@@ -1,4 +1,4 @@
1
- export class TransformControls extends Object3D<import("three").Object3DEventMap> {
1
+ export class TransformControls extends Object3D<import("three").Event> {
2
2
  constructor(camera: any, domElement: any);
3
3
  isTransformControls: boolean;
4
4
  domElement: any;
@@ -51,7 +51,7 @@ export class TransformControls extends Object3D<import("three").Object3DEventMap
51
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  setSpace(space: any): void;
52
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  space: any;
53
53
  }
54
- export class TransformControlsGizmo extends Object3D<import("three").Object3DEventMap> {
54
+ export class TransformControlsGizmo extends Object3D<import("three").Event> {
55
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  constructor();
56
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  isTransformControlsGizmo: boolean;
57
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  type: string;
@@ -60,7 +60,7 @@ export class TransformControlsGizmo extends Object3D<import("three").Object3DEve
60
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  helper: {};
61
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  updateMatrixWorld(force: any): void;
62
62
  }
63
- export class TransformControlsPlane extends Mesh<BufferGeometry<import("three").NormalBufferAttributes>, import("three").Material | import("three").Material[], import("three").Object3DEventMap> {
63
+ export class TransformControlsPlane extends Mesh<BufferGeometry<import("three").NormalBufferAttributes>, import("three").Material | import("three").Material[]> {
64
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  constructor();
65
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  isTransformControlsPlane: boolean;
66
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  type: string;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "viral-viewer-2",
3
- "version": "5.9.2",
3
+ "version": "5.9.4",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",
@@ -1,11 +0,0 @@
1
- import { EffectComposer } from "../../threejs-addon/post-processing/effect-composer";
2
- import { RenderPass } from "../../threejs-addon/post-processing/render-pass";
3
- import { UnrealBloomPass } from "../../threejs-addon/post-processing/unreal-bloom-pass";
4
- import { ViralViewerApi } from "../../viral-viewer-api";
5
- export declare class ViralPostProcessing {
6
- private viralViewerApi;
7
- bloomComposer: EffectComposer | null;
8
- renderPass: RenderPass | null;
9
- bloomPass: UnrealBloomPass | null;
10
- constructor(viralViewerApi: ViralViewerApi);
11
- }
@@ -1,29 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.ViralPostProcessing = void 0;
4
- const three_1 = require("three");
5
- const effect_composer_1 = require("../../threejs-addon/post-processing/effect-composer");
6
- const render_pass_1 = require("../../threejs-addon/post-processing/render-pass");
7
- const unreal_bloom_pass_1 = require("../../threejs-addon/post-processing/unreal-bloom-pass");
8
- class ViralPostProcessing {
9
- constructor(viralViewerApi) {
10
- this.viralViewerApi = viralViewerApi;
11
- this.bloomComposer = null;
12
- //effect
13
- this.renderPass = null;
14
- this.bloomPass = null;
15
- if (this.viralViewerApi.viralScene) {
16
- this.bloomComposer = new effect_composer_1.EffectComposer(this.viralViewerApi.viralRenderer.renderer);
17
- this.renderPass = new render_pass_1.RenderPass(this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
18
- this.bloomPass = new unreal_bloom_pass_1.UnrealBloomPass(new three_1.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);
19
- this.bloomPass.threshold = 0;
20
- this.bloomPass.strength = 1;
21
- this.bloomPass.radius = 0.5;
22
- this.bloomComposer.addPass(this.renderPass);
23
- this.bloomComposer.addPass(this.bloomPass);
24
- this.bloomComposer.renderToScreen = false;
25
- }
26
- }
27
- }
28
- exports.ViralPostProcessing = ViralPostProcessing;
29
- //# sourceMappingURL=viral-post-processing.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"viral-post-processing.js","sourceRoot":"","sources":["../../../src/components/post-processing/viral-post-processing.ts"],"names":[],"mappings":";;;AAAA,iCAAgC;AAChC,yFAAqF;AACrF,iFAA6E;AAC7E,6FAAwF;AAGxF,MAAa,mBAAmB;IAM9B,YAAoB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QALlD,kBAAa,GAA0B,IAAI,CAAC;QAC5C,QAAQ;QACR,eAAU,GAAsB,IAAI,CAAC;QACrC,cAAS,GAA2B,IAAI,CAAC;QAGvC,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE;YAClC,IAAI,CAAC,aAAa,GAAG,IAAI,gCAAc,CACrC,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAC3C,CAAC;YAEF,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAC9B,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YAEF,IAAI,CAAC,SAAS,GAAG,IAAI,mCAAe,CAClC,IAAI,eAAO,CAAC,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,WAAW,CAAC,EAClD,GAAG,EACH,GAAG,EACH,IAAI,CACL,CAAC;YACF,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC;YAC7B,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC;YAC5B,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,GAAG,CAAC;YAE5B,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YAC5C,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAC3C,IAAI,CAAC,aAAa,CAAC,cAAc,GAAG,KAAK,CAAC;SAC3C;IACH,CAAC;CACF;AAhCD,kDAgCC"}
@@ -1,30 +0,0 @@
1
- /**
2
- *
3
- * Supersample Anti-Aliasing Render Pass
4
- *
5
- * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
6
- *
7
- * References: https://en.wikipedia.org/wiki/Supersampling
8
- *
9
- */
10
- export class SSAARenderPass extends Pass {
11
- constructor(scene: any, camera: any, clearColor: any, clearAlpha: any);
12
- scene: any;
13
- camera: any;
14
- sampleLevel: number;
15
- unbiased: boolean;
16
- clearColor: any;
17
- clearAlpha: any;
18
- _oldClearColor: Color;
19
- copyUniforms: any;
20
- copyMaterial: ShaderMaterial;
21
- fsQuad: FullScreenQuad;
22
- sampleRenderTarget: WebGLRenderTarget<import("three").Texture> | null | undefined;
23
- setSize(width: any, height: any): void;
24
- render(renderer: any, writeBuffer: any, readBuffer: any): void;
25
- }
26
- import { Pass } from './pass';
27
- import { Color } from 'three';
28
- import { ShaderMaterial } from 'three';
29
- import { FullScreenQuad } from './pass';
30
- import { WebGLRenderTarget } from 'three';
@@ -1,202 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.SSAARenderPass = void 0;
4
- const three_1 = require("three");
5
- const pass_1 = require("./pass");
6
- const copy_shader_1 = require("../shaders/copy-shader");
7
- /**
8
- *
9
- * Supersample Anti-Aliasing Render Pass
10
- *
11
- * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
12
- *
13
- * References: https://en.wikipedia.org/wiki/Supersampling
14
- *
15
- */
16
- class SSAARenderPass extends pass_1.Pass {
17
- constructor(scene, camera, clearColor, clearAlpha) {
18
- super();
19
- this.scene = scene;
20
- this.camera = camera;
21
- this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
22
- this.unbiased = true;
23
- // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
24
- this.clearColor = (clearColor !== undefined) ? clearColor : 0x000000;
25
- this.clearAlpha = (clearAlpha !== undefined) ? clearAlpha : 0;
26
- this._oldClearColor = new three_1.Color();
27
- const copyShader = copy_shader_1.CopyShader;
28
- this.copyUniforms = three_1.UniformsUtils.clone(copyShader.uniforms);
29
- this.copyMaterial = new three_1.ShaderMaterial({
30
- uniforms: this.copyUniforms,
31
- vertexShader: copyShader.vertexShader,
32
- fragmentShader: copyShader.fragmentShader,
33
- transparent: true,
34
- depthTest: false,
35
- depthWrite: false,
36
- // do not use AdditiveBlending because it mixes the alpha channel instead of adding
37
- blending: three_1.CustomBlending,
38
- blendEquation: three_1.AddEquation,
39
- blendDst: three_1.OneFactor,
40
- blendDstAlpha: three_1.OneFactor,
41
- blendSrc: three_1.SrcAlphaFactor,
42
- blendSrcAlpha: three_1.OneFactor
43
- });
44
- this.fsQuad = new pass_1.FullScreenQuad(this.copyMaterial);
45
- }
46
- dispose() {
47
- if (this.sampleRenderTarget) {
48
- this.sampleRenderTarget.dispose();
49
- this.sampleRenderTarget = null;
50
- }
51
- this.copyMaterial.dispose();
52
- this.fsQuad.dispose();
53
- }
54
- setSize(width, height) {
55
- if (this.sampleRenderTarget)
56
- this.sampleRenderTarget.setSize(width, height);
57
- }
58
- render(renderer, writeBuffer, readBuffer) {
59
- if (!this.sampleRenderTarget) {
60
- this.sampleRenderTarget = new three_1.WebGLRenderTarget(readBuffer.width, readBuffer.height);
61
- this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
62
- }
63
- const jitterOffsets = _JitterVectors[Math.max(0, Math.min(this.sampleLevel, 5))];
64
- const autoClear = renderer.autoClear;
65
- renderer.autoClear = false;
66
- renderer.getClearColor(this._oldClearColor);
67
- const oldClearAlpha = renderer.getClearAlpha();
68
- const baseSampleWeight = 1.0 / jitterOffsets.length;
69
- const roundingRange = 1 / 32;
70
- this.copyUniforms['tDiffuse'].value = this.sampleRenderTarget.texture;
71
- const viewOffset = {
72
- fullWidth: readBuffer.width,
73
- fullHeight: readBuffer.height,
74
- offsetX: 0,
75
- offsetY: 0,
76
- width: readBuffer.width,
77
- height: readBuffer.height
78
- };
79
- const originalViewOffset = Object.assign({}, this.camera.view);
80
- if (originalViewOffset.enabled)
81
- Object.assign(viewOffset, originalViewOffset);
82
- // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
83
- for (let i = 0; i < jitterOffsets.length; i++) {
84
- const jitterOffset = jitterOffsets[i];
85
- if (this.camera.setViewOffset) {
86
- this.camera.setViewOffset(viewOffset.fullWidth, viewOffset.fullHeight, viewOffset.offsetX + jitterOffset[0] * 0.0625, viewOffset.offsetY + jitterOffset[1] * 0.0625, // 0.0625 = 1 / 16
87
- viewOffset.width, viewOffset.height);
88
- }
89
- let sampleWeight = baseSampleWeight;
90
- if (this.unbiased) {
91
- // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
92
- // The following equation varies the sampleWeight per sample so that it is uniformly distributed
93
- // across a range of values whose rounding errors cancel each other out.
94
- const uniformCenteredDistribution = (-0.5 + (i + 0.5) / jitterOffsets.length);
95
- sampleWeight += roundingRange * uniformCenteredDistribution;
96
- }
97
- this.copyUniforms['opacity'].value = sampleWeight;
98
- renderer.setClearColor(this.clearColor, this.clearAlpha);
99
- renderer.setRenderTarget(this.sampleRenderTarget);
100
- renderer.clear();
101
- renderer.render(this.scene, this.camera);
102
- renderer.setRenderTarget(this.renderToScreen ? null : writeBuffer);
103
- if (i === 0) {
104
- renderer.setClearColor(0x000000, 0.0);
105
- renderer.clear();
106
- }
107
- this.fsQuad.render(renderer);
108
- }
109
- if (this.camera.setViewOffset && originalViewOffset.enabled) {
110
- 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
@@ -1 +0,0 @@
1
- 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@@ -1,22 +0,0 @@
1
- export namespace ColorCorrectionShader {
2
- namespace uniforms {
3
- namespace tDiffuse {
4
- const value: null;
5
- }
6
- namespace powRGB {
7
- const value_1: Vector3;
8
- export { value_1 as value };
9
- }
10
- namespace mulRGB {
11
- const value_2: Vector3;
12
- export { value_2 as value };
13
- }
14
- namespace addRGB {
15
- const value_3: Vector3;
16
- export { value_3 as value };
17
- }
18
- }
19
- const vertexShader: string;
20
- const fragmentShader: string;
21
- }
22
- import { Vector3 } from 'three';
@@ -1,43 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.ColorCorrectionShader = void 0;
4
- const three_1 = require("three");
5
- /**
6
- * Color correction
7
- */
8
- const ColorCorrectionShader = {
9
- uniforms: {
10
- 'tDiffuse': { value: null },
11
- 'powRGB': { value: new three_1.Vector3(2, 2, 2) },
12
- 'mulRGB': { value: new three_1.Vector3(1, 1, 1) },
13
- 'addRGB': { value: new three_1.Vector3(0, 0, 0) }
14
- },
15
- vertexShader: /* glsl */ `
16
-
17
- varying vec2 vUv;
18
-
19
- void main() {
20
-
21
- vUv = uv;
22
-
23
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
24
-
25
- }`,
26
- fragmentShader: /* glsl */ `
27
-
28
- uniform sampler2D tDiffuse;
29
- uniform vec3 powRGB;
30
- uniform vec3 mulRGB;
31
- uniform vec3 addRGB;
32
-
33
- varying vec2 vUv;
34
-
35
- void main() {
36
-
37
- gl_FragColor = texture2D( tDiffuse, vUv );
38
- gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );
39
-
40
- }`
41
- };
42
- exports.ColorCorrectionShader = ColorCorrectionShader;
43
- //# sourceMappingURL=color-correction-shader.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"color-correction-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/color-correction-shader.js"],"names":[],"mappings":";;;AAAA,iCAEe;AAEf;;GAEG;AAEH,MAAM,qBAAqB,GAAG;IAE1B,QAAQ,EAAE;QAEN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;QACzC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;QACzC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;KAE5C;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;IAUzB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;IAc3B;CAEH,CAAC;AAEO,sDAAqB"}
@@ -1,14 +0,0 @@
1
- export namespace FXAAShader {
2
- namespace uniforms {
3
- namespace tDiffuse {
4
- const value: null;
5
- }
6
- namespace resolution {
7
- const value_1: Vector2;
8
- export { value_1 as value };
9
- }
10
- }
11
- const vertexShader: string;
12
- const fragmentShader: string;
13
- }
14
- import { Vector2 } from 'three';