viral-viewer-2 6.2.8 → 6.3.0

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.
Files changed (154) hide show
  1. package/dist/components/loader/viral-revit.loader.js +8 -3
  2. package/dist/components/loader/viral-revit.loader.js.map +1 -1
  3. package/dist/index.mjs +41153 -0
  4. package/package.json +1 -1
  5. package/dist/components/centralized-event-handler/viral-centralized-event-handler.d.ts +0 -7
  6. package/dist/components/centralized-event-handler/viral-centralized-event-handler.js +0 -47
  7. package/dist/components/centralized-event-handler/viral-centralized-event-handler.js.map +0 -1
  8. package/dist/components/compress/compress.processor.d.ts +0 -4
  9. package/dist/components/compress/compress.processor.js +0 -29
  10. package/dist/components/compress/compress.processor.js.map +0 -1
  11. package/dist/components/context-menu/viral-context-menu.d.ts +0 -17
  12. package/dist/components/context-menu/viral-context-menu.js +0 -74
  13. package/dist/components/context-menu/viral-context-menu.js.map +0 -1
  14. package/dist/components/keyboard/viral-keyboard.d.ts +0 -17
  15. package/dist/components/keyboard/viral-keyboard.js +0 -76
  16. package/dist/components/keyboard/viral-keyboard.js.map +0 -1
  17. package/dist/components/loader/viral-viewer-point-cloud.loader.d.ts +0 -16
  18. package/dist/components/loader/viral-viewer-point-cloud.loader.js +0 -33
  19. package/dist/components/loader/viral-viewer-point-cloud.loader.js.map +0 -1
  20. package/dist/components/loader/viral-viewer-revit.loader.d.ts +0 -13
  21. package/dist/components/loader/viral-viewer-revit.loader.js +0 -124
  22. package/dist/components/loader/viral-viewer-revit.loader.js.map +0 -1
  23. package/dist/components/mouse/viral-mouse.d.ts +0 -31
  24. package/dist/components/mouse/viral-mouse.js +0 -234
  25. package/dist/components/mouse/viral-mouse.js.map +0 -1
  26. package/dist/components/navigation-cube/components/cube-camera.d.ts +0 -15
  27. package/dist/components/navigation-cube/components/cube-camera.js +0 -74
  28. package/dist/components/navigation-cube/components/cube-camera.js.map +0 -1
  29. package/dist/components/navigation-cube/components/cube-renderer.d.ts +0 -9
  30. package/dist/components/navigation-cube/components/cube-renderer.js +0 -31
  31. package/dist/components/navigation-cube/components/cube-renderer.js.map +0 -1
  32. package/dist/components/navigation-cube/components/cube-scene.d.ts +0 -13
  33. package/dist/components/navigation-cube/components/cube-scene.js +0 -546
  34. package/dist/components/navigation-cube/components/cube-scene.js.map +0 -1
  35. package/dist/components/navigation-cube/components/cube.mouse.d.ts +0 -9
  36. package/dist/components/navigation-cube/components/cube.mouse.js +0 -109
  37. package/dist/components/navigation-cube/components/cube.mouse.js.map +0 -1
  38. package/dist/components/navigation-cube/viral-navigation-cube.d.ts +0 -16
  39. package/dist/components/navigation-cube/viral-navigation-cube.js +0 -50
  40. package/dist/components/navigation-cube/viral-navigation-cube.js.map +0 -1
  41. package/dist/components/post-processing/ambient-occlusion-effect.d.ts +0 -13
  42. package/dist/components/post-processing/ambient-occlusion-effect.js +0 -33
  43. package/dist/components/post-processing/ambient-occlusion-effect.js.map +0 -1
  44. package/dist/components/post-processing/bloom-effect.d.ts +0 -11
  45. package/dist/components/post-processing/bloom-effect.js +0 -29
  46. package/dist/components/post-processing/bloom-effect.js.map +0 -1
  47. package/dist/components/post-processing/outline-effect.d.ts +0 -13
  48. package/dist/components/post-processing/outline-effect.js +0 -33
  49. package/dist/components/post-processing/outline-effect.js.map +0 -1
  50. package/dist/components/spinner/viral-spinner.d.ts +0 -10
  51. package/dist/components/spinner/viral-spinner.js +0 -207
  52. package/dist/components/spinner/viral-spinner.js.map +0 -1
  53. package/dist/components/tools/tools/viral-tool-ambient-occlusion.d.ts +0 -7
  54. package/dist/components/tools/tools/viral-tool-ambient-occlusion.js +0 -16
  55. package/dist/components/tools/tools/viral-tool-ambient-occlusion.js.map +0 -1
  56. package/dist/components/tools/tools/viral-tool-dark-mode.d.ts +0 -7
  57. package/dist/components/tools/tools/viral-tool-dark-mode.js +0 -21
  58. package/dist/components/tools/tools/viral-tool-dark-mode.js.map +0 -1
  59. package/dist/components/tools/tools/viral-tool-elevation.d.ts +0 -11
  60. package/dist/components/tools/tools/viral-tool-elevation.js +0 -30
  61. package/dist/components/tools/tools/viral-tool-elevation.js.map +0 -1
  62. package/dist/components/tools/tools/viral-tool-measure.d.ts +0 -33
  63. package/dist/components/tools/tools/viral-tool-measure.js +0 -243
  64. package/dist/components/tools/tools/viral-tool-measure.js.map +0 -1
  65. package/dist/components/tools/tools/viral-tool-sunlight.d.ts +0 -7
  66. package/dist/components/tools/tools/viral-tool-sunlight.js +0 -46
  67. package/dist/components/tools/tools/viral-tool-sunlight.js.map +0 -1
  68. package/dist/components/tools/viral-tools.d.ts +0 -32
  69. package/dist/components/tools/viral-tools.js +0 -213
  70. package/dist/components/tools/viral-tools.js.map +0 -1
  71. package/dist/components/worker/load-model.d.ts +0 -126
  72. package/dist/components/worker/load-model.js +0 -1265
  73. package/dist/components/worker/load-model.js.map +0 -1
  74. package/dist/components/worker/test-worker-pool.d.ts +0 -6
  75. package/dist/components/worker/test-worker-pool.js +0 -21
  76. package/dist/components/worker/test-worker-pool.js.map +0 -1
  77. package/dist/components/worker/viral-viewer-4.worker.d.ts +0 -10
  78. package/dist/components/worker/viral-viewer-4.worker.js +0 -97
  79. package/dist/components/worker/viral-viewer-4.worker.js.map +0 -1
  80. package/dist/components/worker/viral-viewer.worker-pool.d.ts +0 -0
  81. package/dist/components/worker/viral-viewer.worker-pool.js +0 -61
  82. package/dist/components/worker/viral-viewer.worker-pool.js.map +0 -1
  83. package/dist/components/worker/worker-pool.d.ts +0 -21
  84. package/dist/components/worker/worker-pool.js +0 -47
  85. package/dist/components/worker/worker-pool.js.map +0 -1
  86. package/dist/components/worker/worker-thread.d.ts +0 -9
  87. package/dist/components/worker/worker-thread.js +0 -30
  88. package/dist/components/worker/worker-thread.js.map +0 -1
  89. package/dist/components/worker-script/load-model-worker-3.script.d.ts +0 -1
  90. package/dist/components/worker-script/load-model-worker-3.script.js +0 -34170
  91. package/dist/components/worker-script/load-model-worker-3.script.js.map +0 -1
  92. package/dist/components/worker-script/test-worker-pool.script.d.ts +0 -1
  93. package/dist/components/worker-script/test-worker-pool.script.js +0 -12
  94. package/dist/components/worker-script/test-worker-pool.script.js.map +0 -1
  95. package/dist/models/dictionary.model.d.ts +0 -10
  96. package/dist/models/dictionary.model.js +0 -42
  97. package/dist/models/dictionary.model.js.map +0 -1
  98. package/dist/threejs-addon/buffer-geometry-utils.d.ts +0 -64
  99. package/dist/threejs-addon/buffer-geometry-utils.js +0 -807
  100. package/dist/threejs-addon/buffer-geometry-utils.js.map +0 -1
  101. package/dist/threejs-addon/gltf-loader.d.ts +0 -17
  102. package/dist/threejs-addon/gltf-loader.js +0 -2796
  103. package/dist/threejs-addon/gltf-loader.js.map +0 -1
  104. package/dist/threejs-addon/post-processing/effect-composer.d.ts +0 -27
  105. package/dist/threejs-addon/post-processing/effect-composer.js +0 -134
  106. package/dist/threejs-addon/post-processing/effect-composer.js.map +0 -1
  107. package/dist/threejs-addon/post-processing/mask-pass.d.ts +0 -11
  108. package/dist/threejs-addon/post-processing/mask-pass.js +0 -69
  109. package/dist/threejs-addon/post-processing/mask-pass.js.map +0 -1
  110. package/dist/threejs-addon/post-processing/outline-pass.d.ts +0 -58
  111. package/dist/threejs-addon/post-processing/outline-pass.js +0 -484
  112. package/dist/threejs-addon/post-processing/outline-pass.js.map +0 -1
  113. package/dist/threejs-addon/post-processing/output-pass.d.ts +0 -11
  114. package/dist/threejs-addon/post-processing/output-pass.js +0 -61
  115. package/dist/threejs-addon/post-processing/output-pass.js.map +0 -1
  116. package/dist/threejs-addon/post-processing/pass.d.ts +0 -20
  117. package/dist/threejs-addon/post-processing/pass.js +0 -48
  118. package/dist/threejs-addon/post-processing/pass.js.map +0 -1
  119. package/dist/threejs-addon/post-processing/render-pass.d.ts +0 -13
  120. package/dist/threejs-addon/post-processing/render-pass.js +0 -50
  121. package/dist/threejs-addon/post-processing/render-pass.js.map +0 -1
  122. package/dist/threejs-addon/post-processing/sao-pass.d.ts +0 -62
  123. package/dist/threejs-addon/post-processing/sao-pass.js +0 -296
  124. package/dist/threejs-addon/post-processing/sao-pass.js.map +0 -1
  125. package/dist/threejs-addon/post-processing/shader-pass.d.ts +0 -11
  126. package/dist/threejs-addon/post-processing/shader-pass.js +0 -48
  127. package/dist/threejs-addon/post-processing/shader-pass.js.map +0 -1
  128. package/dist/threejs-addon/post-processing/unreal-bloom-pass.d.ts +0 -48
  129. package/dist/threejs-addon/post-processing/unreal-bloom-pass.js +0 -290
  130. package/dist/threejs-addon/post-processing/unreal-bloom-pass.js.map +0 -1
  131. package/dist/threejs-addon/shaders/copy-shader.d.ts +0 -13
  132. package/dist/threejs-addon/shaders/copy-shader.js +0 -39
  133. package/dist/threejs-addon/shaders/copy-shader.js.map +0 -1
  134. package/dist/threejs-addon/shaders/depth-limited-blur-shader.d.ts +0 -48
  135. package/dist/threejs-addon/shaders/depth-limited-blur-shader.js +0 -142
  136. package/dist/threejs-addon/shaders/depth-limited-blur-shader.js.map +0 -1
  137. package/dist/threejs-addon/shaders/luminosity-high-pass-shader.d.ts +0 -27
  138. package/dist/threejs-addon/shaders/luminosity-high-pass-shader.js +0 -56
  139. package/dist/threejs-addon/shaders/luminosity-high-pass-shader.js.map +0 -1
  140. package/dist/threejs-addon/shaders/output-shader.d.ts +0 -13
  141. package/dist/threejs-addon/shaders/output-shader.js +0 -72
  142. package/dist/threejs-addon/shaders/output-shader.js.map +0 -1
  143. package/dist/threejs-addon/shaders/sao-shader.d.ts +0 -71
  144. package/dist/threejs-addon/shaders/sao-shader.js +0 -180
  145. package/dist/threejs-addon/shaders/sao-shader.js.map +0 -1
  146. package/dist/threejs-addon/shaders/unpack-depth-rgba-shader.d.ts +0 -13
  147. package/dist/threejs-addon/shaders/unpack-depth-rgba-shader.js +0 -41
  148. package/dist/threejs-addon/shaders/unpack-depth-rgba-shader.js.map +0 -1
  149. package/dist/threejs-addon/simplify-modifier.d.ts +0 -4
  150. package/dist/threejs-addon/simplify-modifier.js +0 -325
  151. package/dist/threejs-addon/simplify-modifier.js.map +0 -1
  152. package/dist/threejs-addon/transform-control.d.ts +0 -74
  153. package/dist/threejs-addon/transform-control.js +0 -1033
  154. package/dist/threejs-addon/transform-control.js.map +0 -1
@@ -1,484 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.OutlinePass = void 0;
4
- const three_1 = require("three");
5
- const pass_1 = require("./pass");
6
- const copy_shader_1 = require("../shaders/copy-shader");
7
- class OutlinePass extends pass_1.Pass {
8
- constructor(resolution, scene, camera, selectedObjects) {
9
- super();
10
- this.renderScene = scene;
11
- this.renderCamera = camera;
12
- this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
13
- this.visibleEdgeColor = new three_1.Color(1, 1, 1);
14
- this.hiddenEdgeColor = new three_1.Color(0.1, 0.04, 0.02);
15
- this.edgeGlow = 0.0;
16
- this.usePatternTexture = false;
17
- this.edgeThickness = 1.0;
18
- this.edgeStrength = 3.0;
19
- this.downSampleRatio = 2;
20
- this.pulsePeriod = 0;
21
- this._visibilityCache = new Map();
22
- this.resolution = (resolution !== undefined) ? new three_1.Vector2(resolution.x, resolution.y) : new three_1.Vector2(256, 256);
23
- const resx = Math.round(this.resolution.x / this.downSampleRatio);
24
- const resy = Math.round(this.resolution.y / this.downSampleRatio);
25
- this.renderTargetMaskBuffer = new three_1.WebGLRenderTarget(this.resolution.x, this.resolution.y);
26
- this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
27
- this.renderTargetMaskBuffer.texture.generateMipmaps = false;
28
- this.depthMaterial = new three_1.MeshDepthMaterial();
29
- this.depthMaterial.side = three_1.DoubleSide;
30
- this.depthMaterial.depthPacking = three_1.RGBADepthPacking;
31
- this.depthMaterial.blending = three_1.NoBlending;
32
- this.prepareMaskMaterial = this.getPrepareMaskMaterial();
33
- this.prepareMaskMaterial.side = three_1.DoubleSide;
34
- this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ(this.prepareMaskMaterial.fragmentShader, this.renderCamera);
35
- this.renderTargetDepthBuffer = new three_1.WebGLRenderTarget(this.resolution.x, this.resolution.y);
36
- this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
37
- this.renderTargetDepthBuffer.texture.generateMipmaps = false;
38
- this.renderTargetMaskDownSampleBuffer = new three_1.WebGLRenderTarget(resx, resy);
39
- this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
40
- this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
41
- this.renderTargetBlurBuffer1 = new three_1.WebGLRenderTarget(resx, resy);
42
- this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
43
- this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
44
- this.renderTargetBlurBuffer2 = new three_1.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2));
45
- this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
46
- this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
47
- this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
48
- this.renderTargetEdgeBuffer1 = new three_1.WebGLRenderTarget(resx, resy);
49
- this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
50
- this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
51
- this.renderTargetEdgeBuffer2 = new three_1.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2));
52
- this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
53
- this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
54
- const MAX_EDGE_THICKNESS = 4;
55
- const MAX_EDGE_GLOW = 4;
56
- this.separableBlurMaterial1 = this.getSeperableBlurMaterial(MAX_EDGE_THICKNESS);
57
- this.separableBlurMaterial1.uniforms['texSize'].value.set(resx, resy);
58
- this.separableBlurMaterial1.uniforms['kernelRadius'].value = 1;
59
- this.separableBlurMaterial2 = this.getSeperableBlurMaterial(MAX_EDGE_GLOW);
60
- this.separableBlurMaterial2.uniforms['texSize'].value.set(Math.round(resx / 2), Math.round(resy / 2));
61
- this.separableBlurMaterial2.uniforms['kernelRadius'].value = MAX_EDGE_GLOW;
62
- // Overlay material
63
- this.overlayMaterial = this.getOverlayMaterial();
64
- // copy material
65
- const copyShader = copy_shader_1.CopyShader;
66
- this.copyUniforms = three_1.UniformsUtils.clone(copyShader.uniforms);
67
- this.copyUniforms['opacity'].value = 1.0;
68
- this.materialCopy = new three_1.ShaderMaterial({
69
- uniforms: this.copyUniforms,
70
- vertexShader: copyShader.vertexShader,
71
- fragmentShader: copyShader.fragmentShader,
72
- blending: three_1.NoBlending,
73
- depthTest: false,
74
- depthWrite: false,
75
- transparent: true
76
- });
77
- this.enabled = true;
78
- this.needsSwap = false;
79
- this._oldClearColor = new three_1.Color();
80
- this.oldClearAlpha = 1;
81
- this.fsQuad = new pass_1.FullScreenQuad(null);
82
- this.tempPulseColor1 = new three_1.Color();
83
- this.tempPulseColor2 = new three_1.Color();
84
- this.textureMatrix = new three_1.Matrix4();
85
- function replaceDepthToViewZ(string, camera) {
86
- const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
87
- return string.replace(/DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ');
88
- }
89
- }
90
- dispose() {
91
- this.renderTargetMaskBuffer.dispose();
92
- this.renderTargetDepthBuffer.dispose();
93
- this.renderTargetMaskDownSampleBuffer.dispose();
94
- this.renderTargetBlurBuffer1.dispose();
95
- this.renderTargetBlurBuffer2.dispose();
96
- this.renderTargetEdgeBuffer1.dispose();
97
- this.renderTargetEdgeBuffer2.dispose();
98
- this.depthMaterial.dispose();
99
- this.prepareMaskMaterial.dispose();
100
- this.edgeDetectionMaterial.dispose();
101
- this.separableBlurMaterial1.dispose();
102
- this.separableBlurMaterial2.dispose();
103
- this.overlayMaterial.dispose();
104
- this.materialCopy.dispose();
105
- this.fsQuad.dispose();
106
- }
107
- setSize(width, height) {
108
- this.renderTargetMaskBuffer.setSize(width, height);
109
- this.renderTargetDepthBuffer.setSize(width, height);
110
- let resx = Math.round(width / this.downSampleRatio);
111
- let resy = Math.round(height / this.downSampleRatio);
112
- this.renderTargetMaskDownSampleBuffer.setSize(resx, resy);
113
- this.renderTargetBlurBuffer1.setSize(resx, resy);
114
- this.renderTargetEdgeBuffer1.setSize(resx, resy);
115
- this.separableBlurMaterial1.uniforms['texSize'].value.set(resx, resy);
116
- resx = Math.round(resx / 2);
117
- resy = Math.round(resy / 2);
118
- this.renderTargetBlurBuffer2.setSize(resx, resy);
119
- this.renderTargetEdgeBuffer2.setSize(resx, resy);
120
- this.separableBlurMaterial2.uniforms['texSize'].value.set(resx, resy);
121
- }
122
- changeVisibilityOfSelectedObjects(bVisible) {
123
- const cache = this._visibilityCache;
124
- function gatherSelectedMeshesCallBack(object) {
125
- if (object.isMesh) {
126
- if (bVisible === true) {
127
- object.visible = cache.get(object);
128
- }
129
- else {
130
- cache.set(object, object.visible);
131
- object.visible = bVisible;
132
- }
133
- }
134
- }
135
- for (let i = 0; i < this.selectedObjects.length; i++) {
136
- const selectedObject = this.selectedObjects[i];
137
- selectedObject.traverse(gatherSelectedMeshesCallBack);
138
- }
139
- }
140
- changeVisibilityOfNonSelectedObjects(bVisible) {
141
- const cache = this._visibilityCache;
142
- const selectedMeshes = [];
143
- function gatherSelectedMeshesCallBack(object) {
144
- if (object.isMesh)
145
- selectedMeshes.push(object);
146
- }
147
- for (let i = 0; i < this.selectedObjects.length; i++) {
148
- const selectedObject = this.selectedObjects[i];
149
- selectedObject.traverse(gatherSelectedMeshesCallBack);
150
- }
151
- function VisibilityChangeCallBack(object) {
152
- if (object.isMesh || object.isSprite) {
153
- // only meshes and sprites are supported by OutlinePass
154
- let bFound = false;
155
- for (let i = 0; i < selectedMeshes.length; i++) {
156
- const selectedObjectId = selectedMeshes[i].id;
157
- if (selectedObjectId === object.id) {
158
- bFound = true;
159
- break;
160
- }
161
- }
162
- if (bFound === false) {
163
- const visibility = object.visible;
164
- if (bVisible === false || cache.get(object) === true) {
165
- object.visible = bVisible;
166
- }
167
- cache.set(object, visibility);
168
- }
169
- }
170
- else if (object.isPoints || object.isLine) {
171
- // the visibilty of points and lines is always set to false in order to
172
- // not affect the outline computation
173
- if (bVisible === true) {
174
- object.visible = cache.get(object); // restore
175
- }
176
- else {
177
- cache.set(object, object.visible);
178
- object.visible = bVisible;
179
- }
180
- }
181
- }
182
- this.renderScene.traverse(VisibilityChangeCallBack);
183
- }
184
- updateTextureMatrix() {
185
- this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
186
- this.textureMatrix.multiply(this.renderCamera.projectionMatrix);
187
- this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse);
188
- }
189
- render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
190
- if (this.selectedObjects.length > 0) {
191
- renderer.getClearColor(this._oldClearColor);
192
- this.oldClearAlpha = renderer.getClearAlpha();
193
- const oldAutoClear = renderer.autoClear;
194
- renderer.autoClear = false;
195
- if (maskActive)
196
- renderer.state.buffers.stencil.setTest(false);
197
- renderer.setClearColor(0xffffff, 1);
198
- // Make selected objects invisible
199
- this.changeVisibilityOfSelectedObjects(false);
200
- const currentBackground = this.renderScene.background;
201
- this.renderScene.background = null;
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- // 1. Draw Non Selected objects in the depth buffer
203
- this.renderScene.overrideMaterial = this.depthMaterial;
204
- renderer.setRenderTarget(this.renderTargetDepthBuffer);
205
- renderer.clear();
206
- renderer.render(this.renderScene, this.renderCamera);
207
- // Make selected objects visible
208
- this.changeVisibilityOfSelectedObjects(true);
209
- this._visibilityCache.clear();
210
- // Update Texture Matrix for Depth compare
211
- this.updateTextureMatrix();
212
- // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
213
- this.changeVisibilityOfNonSelectedObjects(false);
214
- this.renderScene.overrideMaterial = this.prepareMaskMaterial;
215
- this.prepareMaskMaterial.uniforms['cameraNearFar'].value.set(this.renderCamera.near, this.renderCamera.far);
216
- this.prepareMaskMaterial.uniforms['depthTexture'].value = this.renderTargetDepthBuffer.texture;
217
- this.prepareMaskMaterial.uniforms['textureMatrix'].value = this.textureMatrix;
218
- renderer.setRenderTarget(this.renderTargetMaskBuffer);
219
- renderer.clear();
220
- renderer.render(this.renderScene, this.renderCamera);
221
- this.renderScene.overrideMaterial = null;
222
- this.changeVisibilityOfNonSelectedObjects(true);
223
- this._visibilityCache.clear();
224
- this.renderScene.background = currentBackground;
225
- // 2. Downsample to Half resolution
226
- this.fsQuad.material = this.materialCopy;
227
- this.copyUniforms['tDiffuse'].value = this.renderTargetMaskBuffer.texture;
228
- renderer.setRenderTarget(this.renderTargetMaskDownSampleBuffer);
229
- renderer.clear();
230
- this.fsQuad.render(renderer);
231
- this.tempPulseColor1.copy(this.visibleEdgeColor);
232
- this.tempPulseColor2.copy(this.hiddenEdgeColor);
233
- if (this.pulsePeriod > 0) {
234
- const scalar = (1 + 0.25) / 2 + Math.cos(performance.now() * 0.01 / this.pulsePeriod) * (1.0 - 0.25) / 2;
235
- this.tempPulseColor1.multiplyScalar(scalar);
236
- this.tempPulseColor2.multiplyScalar(scalar);
237
- }
238
- // 3. Apply Edge Detection Pass
239
- this.fsQuad.material = this.edgeDetectionMaterial;
240
- this.edgeDetectionMaterial.uniforms['maskTexture'].value = this.renderTargetMaskDownSampleBuffer.texture;
241
- this.edgeDetectionMaterial.uniforms['texSize'].value.set(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height);
242
- this.edgeDetectionMaterial.uniforms['visibleEdgeColor'].value = this.tempPulseColor1;
243
- this.edgeDetectionMaterial.uniforms['hiddenEdgeColor'].value = this.tempPulseColor2;
244
- renderer.setRenderTarget(this.renderTargetEdgeBuffer1);
245
- renderer.clear();
246
- this.fsQuad.render(renderer);
247
- // 4. Apply Blur on Half res
248
- this.fsQuad.material = this.separableBlurMaterial1;
249
- this.separableBlurMaterial1.uniforms['colorTexture'].value = this.renderTargetEdgeBuffer1.texture;
250
- this.separableBlurMaterial1.uniforms['direction'].value = OutlinePass.BlurDirectionX;
251
- this.separableBlurMaterial1.uniforms['kernelRadius'].value = this.edgeThickness;
252
- renderer.setRenderTarget(this.renderTargetBlurBuffer1);
253
- renderer.clear();
254
- this.fsQuad.render(renderer);
255
- this.separableBlurMaterial1.uniforms['colorTexture'].value = this.renderTargetBlurBuffer1.texture;
256
- this.separableBlurMaterial1.uniforms['direction'].value = OutlinePass.BlurDirectionY;
257
- renderer.setRenderTarget(this.renderTargetEdgeBuffer1);
258
- renderer.clear();
259
- this.fsQuad.render(renderer);
260
- // Apply Blur on quarter res
261
- this.fsQuad.material = this.separableBlurMaterial2;
262
- this.separableBlurMaterial2.uniforms['colorTexture'].value = this.renderTargetEdgeBuffer1.texture;
263
- this.separableBlurMaterial2.uniforms['direction'].value = OutlinePass.BlurDirectionX;
264
- renderer.setRenderTarget(this.renderTargetBlurBuffer2);
265
- renderer.clear();
266
- this.fsQuad.render(renderer);
267
- this.separableBlurMaterial2.uniforms['colorTexture'].value = this.renderTargetBlurBuffer2.texture;
268
- this.separableBlurMaterial2.uniforms['direction'].value = OutlinePass.BlurDirectionY;
269
- renderer.setRenderTarget(this.renderTargetEdgeBuffer2);
270
- renderer.clear();
271
- this.fsQuad.render(renderer);
272
- // Blend it additively over the input texture
273
- this.fsQuad.material = this.overlayMaterial;
274
- this.overlayMaterial.uniforms['maskTexture'].value = this.renderTargetMaskBuffer.texture;
275
- this.overlayMaterial.uniforms['edgeTexture1'].value = this.renderTargetEdgeBuffer1.texture;
276
- this.overlayMaterial.uniforms['edgeTexture2'].value = this.renderTargetEdgeBuffer2.texture;
277
- this.overlayMaterial.uniforms['patternTexture'].value = this.patternTexture;
278
- this.overlayMaterial.uniforms['edgeStrength'].value = this.edgeStrength;
279
- this.overlayMaterial.uniforms['edgeGlow'].value = this.edgeGlow;
280
- this.overlayMaterial.uniforms['usePatternTexture'].value = this.usePatternTexture;
281
- if (maskActive)
282
- renderer.state.buffers.stencil.setTest(true);
283
- renderer.setRenderTarget(readBuffer);
284
- this.fsQuad.render(renderer);
285
- renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
286
- renderer.autoClear = oldAutoClear;
287
- }
288
- if (this.renderToScreen) {
289
- this.fsQuad.material = this.materialCopy;
290
- this.copyUniforms['tDiffuse'].value = readBuffer.texture;
291
- renderer.setRenderTarget(null);
292
- this.fsQuad.render(renderer);
293
- }
294
- }
295
- getPrepareMaskMaterial() {
296
- return new three_1.ShaderMaterial({
297
- uniforms: {
298
- 'depthTexture': { value: null },
299
- 'cameraNearFar': { value: new three_1.Vector2(0.5, 0.5) },
300
- 'textureMatrix': { value: null }
301
- },
302
- vertexShader: `#include <morphtarget_pars_vertex>
303
- #include <skinning_pars_vertex>
304
-
305
- varying vec4 projTexCoord;
306
- varying vec4 vPosition;
307
- uniform mat4 textureMatrix;
308
-
309
- void main() {
310
-
311
- #include <skinbase_vertex>
312
- #include <begin_vertex>
313
- #include <morphtarget_vertex>
314
- #include <skinning_vertex>
315
- #include <project_vertex>
316
-
317
- vPosition = mvPosition;
318
-
319
- vec4 worldPosition = vec4( transformed, 1.0 );
320
-
321
- #ifdef USE_INSTANCING
322
-
323
- worldPosition = instanceMatrix * worldPosition;
324
-
325
- #endif
326
-
327
- worldPosition = modelMatrix * worldPosition;
328
-
329
- projTexCoord = textureMatrix * worldPosition;
330
-
331
- }`,
332
- fragmentShader: `#include <packing>
333
- varying vec4 vPosition;
334
- varying vec4 projTexCoord;
335
- uniform sampler2D depthTexture;
336
- uniform vec2 cameraNearFar;
337
-
338
- void main() {
339
-
340
- float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
341
- float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
342
- float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
343
- gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
344
-
345
- }`
346
- });
347
- }
348
- getEdgeDetectionMaterial() {
349
- return new three_1.ShaderMaterial({
350
- uniforms: {
351
- 'maskTexture': { value: null },
352
- 'texSize': { value: new three_1.Vector2(0.5, 0.5) },
353
- 'visibleEdgeColor': { value: new three_1.Vector3(1.0, 1.0, 1.0) },
354
- 'hiddenEdgeColor': { value: new three_1.Vector3(1.0, 1.0, 1.0) },
355
- },
356
- vertexShader: `varying vec2 vUv;
357
-
358
- void main() {
359
- vUv = uv;
360
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
361
- }`,
362
- fragmentShader: `varying vec2 vUv;
363
-
364
- uniform sampler2D maskTexture;
365
- uniform vec2 texSize;
366
- uniform vec3 visibleEdgeColor;
367
- uniform vec3 hiddenEdgeColor;
368
-
369
- void main() {
370
- vec2 invSize = 1.0 / texSize;
371
- vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
372
- vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
373
- vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
374
- vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
375
- vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
376
- float diff1 = (c1.r - c2.r)*0.5;
377
- float diff2 = (c3.r - c4.r)*0.5;
378
- float d = length( vec2(diff1, diff2) );
379
- float a1 = min(c1.g, c2.g);
380
- float a2 = min(c3.g, c4.g);
381
- float visibilityFactor = min(a1, a2);
382
- vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
383
- gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
384
- }`
385
- });
386
- }
387
- getSeperableBlurMaterial(maxRadius) {
388
- return new three_1.ShaderMaterial({
389
- defines: {
390
- 'MAX_RADIUS': maxRadius,
391
- },
392
- uniforms: {
393
- 'colorTexture': { value: null },
394
- 'texSize': { value: new three_1.Vector2(0.5, 0.5) },
395
- 'direction': { value: new three_1.Vector2(0.5, 0.5) },
396
- 'kernelRadius': { value: 1.0 }
397
- },
398
- vertexShader: `varying vec2 vUv;
399
-
400
- void main() {
401
- vUv = uv;
402
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
403
- }`,
404
- fragmentShader: `#include <common>
405
- varying vec2 vUv;
406
- uniform sampler2D colorTexture;
407
- uniform vec2 texSize;
408
- uniform vec2 direction;
409
- uniform float kernelRadius;
410
-
411
- float gaussianPdf(in float x, in float sigma) {
412
- return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
413
- }
414
-
415
- void main() {
416
- vec2 invSize = 1.0 / texSize;
417
- float sigma = kernelRadius/2.0;
418
- float weightSum = gaussianPdf(0.0, sigma);
419
- vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
420
- vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
421
- vec2 uvOffset = delta;
422
- for( int i = 1; i <= MAX_RADIUS; i ++ ) {
423
- float x = kernelRadius * float(i) / float(MAX_RADIUS);
424
- float w = gaussianPdf(x, sigma);
425
- vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
426
- vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
427
- diffuseSum += ((sample1 + sample2) * w);
428
- weightSum += (2.0 * w);
429
- uvOffset += delta;
430
- }
431
- gl_FragColor = diffuseSum/weightSum;
432
- }`
433
- });
434
- }
435
- getOverlayMaterial() {
436
- return new three_1.ShaderMaterial({
437
- uniforms: {
438
- 'maskTexture': { value: null },
439
- 'edgeTexture1': { value: null },
440
- 'edgeTexture2': { value: null },
441
- 'patternTexture': { value: null },
442
- 'edgeStrength': { value: 1.0 },
443
- 'edgeGlow': { value: 1.0 },
444
- 'usePatternTexture': { value: 0.0 }
445
- },
446
- vertexShader: `varying vec2 vUv;
447
-
448
- void main() {
449
- vUv = uv;
450
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
451
- }`,
452
- fragmentShader: `varying vec2 vUv;
453
-
454
- uniform sampler2D maskTexture;
455
- uniform sampler2D edgeTexture1;
456
- uniform sampler2D edgeTexture2;
457
- uniform sampler2D patternTexture;
458
- uniform float edgeStrength;
459
- uniform float edgeGlow;
460
- uniform bool usePatternTexture;
461
-
462
- void main() {
463
- vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
464
- vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
465
- vec4 maskColor = texture2D(maskTexture, vUv);
466
- vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
467
- float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
468
- vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
469
- vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
470
- if(usePatternTexture)
471
- finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
472
- gl_FragColor = finalColor;
473
- }`,
474
- blending: three_1.AdditiveBlending,
475
- depthTest: false,
476
- depthWrite: false,
477
- transparent: true
478
- });
479
- }
480
- }
481
- exports.OutlinePass = OutlinePass;
482
- OutlinePass.BlurDirectionX = new three_1.Vector2(1.0, 0.0);
483
- OutlinePass.BlurDirectionY = new three_1.Vector2(0.0, 1.0);
484
- //# sourceMappingURL=outline-pass.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,11 +0,0 @@
1
- export class OutputPass extends Pass {
2
- uniforms: any;
3
- material: RawShaderMaterial;
4
- fsQuad: FullScreenQuad;
5
- _outputColorSpace: any;
6
- _toneMapping: any;
7
- render(renderer: any, writeBuffer: any, readBuffer: any): void;
8
- }
9
- import { Pass } from './pass';
10
- import { RawShaderMaterial } from 'three';
11
- import { FullScreenQuad } from './pass';
@@ -1,61 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.OutputPass = void 0;
4
- const three_1 = require("three");
5
- const pass_1 = require("./pass");
6
- const output_shader_1 = require("../shaders/output-shader");
7
- class OutputPass extends pass_1.Pass {
8
- constructor() {
9
- super();
10
- //
11
- const shader = output_shader_1.OutputShader;
12
- this.uniforms = three_1.UniformsUtils.clone(shader.uniforms);
13
- this.material = new three_1.RawShaderMaterial({
14
- uniforms: this.uniforms,
15
- vertexShader: shader.vertexShader,
16
- fragmentShader: shader.fragmentShader
17
- });
18
- this.fsQuad = new pass_1.FullScreenQuad(this.material);
19
- // internal cache
20
- this._outputColorSpace = null;
21
- this._toneMapping = null;
22
- }
23
- render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */) {
24
- this.uniforms['tDiffuse'].value = readBuffer.texture;
25
- this.uniforms['toneMappingExposure'].value = renderer.toneMappingExposure;
26
- // rebuild defines if required
27
- if (this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping) {
28
- this._outputColorSpace = renderer.outputColorSpace;
29
- this._toneMapping = renderer.toneMapping;
30
- this.material.defines = {};
31
- if (this._outputColorSpace == three_1.SRGBColorSpace)
32
- this.material.defines.SRGB_COLOR_SPACE = '';
33
- if (this._toneMapping === three_1.LinearToneMapping)
34
- this.material.defines.LINEAR_TONE_MAPPING = '';
35
- else if (this._toneMapping === three_1.ReinhardToneMapping)
36
- this.material.defines.REINHARD_TONE_MAPPING = '';
37
- else if (this._toneMapping === three_1.CineonToneMapping)
38
- this.material.defines.CINEON_TONE_MAPPING = '';
39
- else if (this._toneMapping === three_1.ACESFilmicToneMapping)
40
- this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
41
- this.material.needsUpdate = true;
42
- }
43
- //
44
- if (this.renderToScreen === true) {
45
- renderer.setRenderTarget(null);
46
- this.fsQuad.render(renderer);
47
- }
48
- else {
49
- renderer.setRenderTarget(writeBuffer);
50
- if (this.clear)
51
- renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
52
- this.fsQuad.render(renderer);
53
- }
54
- }
55
- dispose() {
56
- this.material.dispose();
57
- this.fsQuad.dispose();
58
- }
59
- }
60
- exports.OutputPass = OutputPass;
61
- //# sourceMappingURL=output-pass.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"output-pass.js","sourceRoot":"","sources":["../../../src/threejs-addon/post-processing/output-pass.js"],"names":[],"mappings":";;;AAAA,iCAQe;AACf,iCAA8C;AAC9C,4DAAwD;AAExD,MAAM,UAAW,SAAQ,WAAI;IAEzB;QAEI,KAAK,EAAE,CAAC;QAER,EAAE;QAEF,MAAM,MAAM,GAAG,4BAAY,CAAC;QAE5B,IAAI,CAAC,QAAQ,GAAG,qBAAa,CAAC,KAAK,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;QAErD,IAAI,CAAC,QAAQ,GAAG,IAAI,yBAAiB,CAAC;YAClC,QAAQ,EAAE,IAAI,CAAC,QAAQ;YACvB,YAAY,EAAE,MAAM,CAAC,YAAY;YACjC,cAAc,EAAE,MAAM,CAAC,cAAc;SACxC,CAAC,CAAC;QAEH,IAAI,CAAC,MAAM,GAAG,IAAI,qBAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEhD,iBAAiB;QAEjB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC9B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;IAE7B,CAAC;IAED,MAAM,CAAC,QAAQ,EAAE,WAAW,EAAE,UAAU,CAAC,4BAA4B;QAEjE,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,KAAK,GAAG,UAAU,CAAC,OAAO,CAAC;QACrD,IAAI,CAAC,QAAQ,CAAC,qBAAqB,CAAC,CAAC,KAAK,GAAG,QAAQ,CAAC,mBAAmB,CAAC;QAE1E,8BAA8B;QAE9B,IAAI,IAAI,CAAC,iBAAiB,KAAK,QAAQ,CAAC,gBAAgB,IAAI,IAAI,CAAC,YAAY,KAAK,QAAQ,CAAC,WAAW,EAAE;YAEpG,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC,gBAAgB,CAAC;YACnD,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC,WAAW,CAAC;YAEzC,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,EAAE,CAAC;YAE3B,IAAI,IAAI,CAAC,iBAAiB,IAAI,sBAAc;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,gBAAgB,GAAG,EAAE,CAAC;YAE1F,IAAI,IAAI,CAAC,YAAY,KAAK,yBAAiB;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,mBAAmB,GAAG,EAAE,CAAC;iBACvF,IAAI,IAAI,CAAC,YAAY,KAAK,2BAAmB;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,qBAAqB,GAAG,EAAE,CAAC;iBAChG,IAAI,IAAI,CAAC,YAAY,KAAK,yBAAiB;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,mBAAmB,GAAG,EAAE,CAAC;iBAC5F,IAAI,IAAI,CAAC,YAAY,KAAK,6BAAqB;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,wBAAwB,GAAG,EAAE,CAAC;YAE1G,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;SAEpC;QAED,EAAE;QAEF,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,EAAE;YAE9B,QAAQ,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAC/B,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;SAEhC;aAAM;YAEH,QAAQ,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;YACtC,IAAI,IAAI,CAAC,KAAK;gBAAE,QAAQ,CAAC,KAAK,CAAC,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,gBAAgB,CAAC,CAAC;YAC5G,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;SAEhC;IAEL,CAAC;IAED,OAAO;QAEH,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IAE1B,CAAC;CAEJ;AAEQ,gCAAU"}
@@ -1,20 +0,0 @@
1
- export class Pass {
2
- isPass: boolean;
3
- enabled: boolean;
4
- needsSwap: boolean;
5
- clear: boolean;
6
- renderToScreen: boolean;
7
- setSize(): void;
8
- render(): void;
9
- dispose(): void;
10
- }
11
- export class FullScreenQuad {
12
- constructor(material: any);
13
- _mesh: Mesh<BufferGeometry<import("three").NormalBufferAttributes>, any>;
14
- dispose(): void;
15
- render(renderer: any): void;
16
- set material(arg: any);
17
- get material(): any;
18
- }
19
- import { BufferGeometry } from 'three';
20
- import { Mesh } from 'three';
@@ -1,48 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.FullScreenQuad = exports.Pass = void 0;
4
- const three_1 = require("three");
5
- class Pass {
6
- constructor() {
7
- this.isPass = true;
8
- // if set to true, the pass is processed by the composer
9
- this.enabled = true;
10
- // if set to true, the pass indicates to swap read and write buffer after rendering
11
- this.needsSwap = true;
12
- // if set to true, the pass clears its buffer before rendering
13
- this.clear = false;
14
- // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
15
- this.renderToScreen = false;
16
- }
17
- setSize( /* width, height */) { }
18
- render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */) {
19
- console.error('THREE.Pass: .render() must be implemented in derived pass.');
20
- }
21
- dispose() { }
22
- }
23
- exports.Pass = Pass;
24
- // Helper for passes that need to fill the viewport with a single quad.
25
- const _camera = new three_1.OrthographicCamera(-1, 1, 1, -1, 0, 1);
26
- // https://github.com/mrdoob/three.js/pull/21358
27
- const _geometry = new three_1.BufferGeometry();
28
- _geometry.setAttribute('position', new three_1.Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
29
- _geometry.setAttribute('uv', new three_1.Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
30
- class FullScreenQuad {
31
- constructor(material) {
32
- this._mesh = new three_1.Mesh(_geometry, material);
33
- }
34
- dispose() {
35
- this._mesh.geometry.dispose();
36
- }
37
- render(renderer) {
38
- renderer.render(this._mesh, _camera);
39
- }
40
- get material() {
41
- return this._mesh.material;
42
- }
43
- set material(value) {
44
- this._mesh.material = value;
45
- }
46
- }
47
- exports.FullScreenQuad = FullScreenQuad;
48
- //# sourceMappingURL=pass.js.map