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Examples: webgl_postprocessing_hbao (#668)
* Add example * Add examples * Updates * Update patch * Delete examples
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Submodule three.js
updated
38 files
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import { | ||
Camera, | ||
Color, | ||
ColorRepresentation, | ||
DataTexture, | ||
DepthTexture, | ||
MeshNormalMaterial, | ||
Scene, | ||
ShaderMaterial, | ||
Texture, | ||
WebGLRenderer, | ||
WebGLRenderTarget, | ||
} from '../../../src/Three.js'; | ||
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import { FullScreenQuad, Pass } from './Pass.js'; | ||
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export class HBAOPass extends Pass { | ||
width: number; | ||
height: number; | ||
clear: boolean; | ||
camera: Camera; | ||
scene: Scene; | ||
output: number; | ||
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rings: number; | ||
samples: number; | ||
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noiseTexture: DataTexture; | ||
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hbaoRenderTarget: WebGLRenderTarget; | ||
pdRenderTarget: WebGLRenderTarget; | ||
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hbaoMaterial: ShaderMaterial; | ||
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normalMaterial: MeshNormalMaterial; | ||
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pdMaterial: ShaderMaterial; | ||
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depthRenderMaterial: ShaderMaterial; | ||
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copyMaterial: ShaderMaterial; | ||
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fsQuad: FullScreenQuad; | ||
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originalClearColor: Color; | ||
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depthTexture: DepthTexture; | ||
normalTexture: Texture; | ||
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constructor( | ||
scene: Scene, | ||
camera: Camera, | ||
width?: number | undefined, | ||
height?: number | undefined, | ||
parameters?: { depthTexture?: DepthTexture | undefined; normalTexture?: Texture | undefined } | undefined, | ||
); | ||
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setTextures(depthTexture?: DepthTexture | undefined, normalTexture?: Texture | undefined): void; | ||
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updateHbaoMaterial(parameters: { | ||
radius?: number | undefined; | ||
distanceExponent?: number | undefined; | ||
bias?: number | undefined; | ||
samples?: number | undefined; | ||
}): void; | ||
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updatePdMaterial(parameters: { | ||
lumaPhi?: number | undefined; | ||
depthPhi?: number | undefined; | ||
normalPhi?: number | undefined; | ||
radius?: number | undefined; | ||
rings?: number | undefined; | ||
samples?: number | undefined; | ||
}): void; | ||
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renderPass( | ||
renderer: WebGLRenderer, | ||
passMaterial: ShaderMaterial, | ||
renderTarget: WebGLRenderTarget | null, | ||
clearColor?: ColorRepresentation | undefined, | ||
clearAlpha?: number | undefined, | ||
): void; | ||
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renderOverride( | ||
renderer: WebGLRenderer, | ||
overrideMaterial: MeshNormalMaterial, | ||
renderTarget: WebGLRenderTarget | null, | ||
clearColor?: ColorRepresentation | undefined, | ||
clearAlpha?: number | undefined, | ||
): void; | ||
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overrideVisibility(): void; | ||
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restoreVisibility(): void; | ||
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generateNoise(size?: number): DataTexture; | ||
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static OUTPUT: { | ||
Default: 0; | ||
Diffuse: 1; | ||
Depth: 2; | ||
Normal: 3; | ||
HBAO: 4; | ||
Denoise: 5; | ||
}; | ||
} |
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import { IUniform, Matrix4, Vector2 } from '../../../src/Three.js'; | ||
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export const HBAOShader: { | ||
name: string; | ||
defines: { | ||
PERSPECTIVE_CAMERA: number; | ||
SAMPLES: number; | ||
SAMPLE_VECTORS: string; | ||
NORMAL_VECTOR_TYPE: number; | ||
DEPTH_VALUE_SOURCE: number; | ||
COSINE_SAMPLE_HEMISPHERE: number; | ||
}; | ||
uniforms: { | ||
tNormal: IUniform; | ||
tDepth: IUniform; | ||
tNoise: IUniform; | ||
resolution: IUniform<Vector2>; | ||
cameraNear: IUniform; | ||
cameraFar: IUniform; | ||
cameraProjectionMatrix: IUniform<Matrix4>; | ||
cameraProjectionMatrixInverse: IUniform<Matrix4>; | ||
radius: IUniform<number>; | ||
distanceExponent: IUniform<number>; | ||
bias: IUniform<number>; | ||
}; | ||
vertexShader: string; | ||
fragmentShader: string; | ||
}; | ||
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export const HBAODepthShader: { | ||
name: string; | ||
defines: { | ||
PERSPECTIVE_CAMERA: number; | ||
}; | ||
uniforms: { | ||
tDepth: IUniform; | ||
cameraNear: IUniform; | ||
cameraFar: IUniform; | ||
}; | ||
vertexShader: string; | ||
fragmentShader: string; | ||
}; | ||
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export function generateHaboSampleKernelInitializer(samples: number): string; |
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types/three/examples/jsm/shaders/PoissonDenoiseShader.d.ts
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import { IUniform, Matrix4, Vector2 } from '../../../src/Three.js'; | ||
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export const PoissonDenoiseShader: { | ||
name: string; | ||
defines: { | ||
SAMPLES: number; | ||
SAMPLE_VECTORS: string; | ||
NORMAL_VECTOR_TYPE: number; | ||
DEPTH_VALUE_SOURCE: number; | ||
}; | ||
uniforms: { | ||
tDiffuse: IUniform; | ||
tNormal: IUniform; | ||
tDepth: IUniform; | ||
tNoise: IUniform; | ||
resolution: IUniform<Vector2>; | ||
cameraProjectionMatrixInverse: IUniform<Matrix4>; | ||
lumaPhi: IUniform<number>; | ||
depthPhi: IUniform<number>; | ||
normalPhi: IUniform<number>; | ||
radius: IUniform<number>; | ||
index: IUniform<number>; | ||
}; | ||
vertexShader: string; | ||
fragmentShader: string; | ||
}; | ||
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export function generatePdSamplePointInitializer(samples: number, rings: number): string; |