on scene selection OK + keyframe model
This commit is contained in:
@@ -0,0 +1,363 @@
|
||||
import {
|
||||
Clock,
|
||||
HalfFloatType,
|
||||
NoBlending,
|
||||
Vector2,
|
||||
WebGLRenderTarget
|
||||
} from '../three.module.js'
|
||||
import { CopyShader } from '../shaders/CopyShader.module.js'
|
||||
import { ShaderPass } from './ShaderPass.module.js'
|
||||
import { ClearMaskPass, MaskPass } from './MaskPass.module.js'
|
||||
|
||||
/**
|
||||
* Used to implement post-processing effects in three.js.
|
||||
* The class manages a chain of post-processing passes to produce the final visual result.
|
||||
* Post-processing passes are executed in order of their addition/insertion.
|
||||
* The last pass is automatically rendered to screen.
|
||||
*
|
||||
* This module can only be used with {@link WebGLRenderer}.
|
||||
*
|
||||
* ```js
|
||||
* const composer = new EffectComposer( renderer );
|
||||
*
|
||||
* // adding some passes
|
||||
* const renderPass = new RenderPass( scene, camera );
|
||||
* composer.addPass( renderPass );
|
||||
*
|
||||
* const glitchPass = new GlitchPass();
|
||||
* composer.addPass( glitchPass );
|
||||
*
|
||||
* const outputPass = new OutputPass()
|
||||
* composer.addPass( outputPass );
|
||||
*
|
||||
* function animate() {
|
||||
*
|
||||
* composer.render(); // instead of renderer.render()
|
||||
*
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* @three_import import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
|
||||
*/
|
||||
class EffectComposer {
|
||||
|
||||
/**
|
||||
* Constructs a new effect composer.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} [renderTarget] - This render target and a clone will
|
||||
* be used as the internal read and write buffers. If not given, the composer creates
|
||||
* the buffers automatically.
|
||||
*/
|
||||
constructor( renderer, renderTarget ) {
|
||||
|
||||
/**
|
||||
* The renderer.
|
||||
*
|
||||
* @type {WebGLRenderer}
|
||||
*/
|
||||
this.renderer = renderer;
|
||||
|
||||
this._pixelRatio = renderer.getPixelRatio();
|
||||
|
||||
if ( renderTarget === undefined ) {
|
||||
|
||||
const size = renderer.getSize( new Vector2() );
|
||||
this._width = size.width;
|
||||
this._height = size.height;
|
||||
|
||||
renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
|
||||
renderTarget.texture.name = 'EffectComposer.rt1';
|
||||
|
||||
} else {
|
||||
|
||||
this._width = renderTarget.width;
|
||||
this._height = renderTarget.height;
|
||||
|
||||
}
|
||||
|
||||
this.renderTarget1 = renderTarget;
|
||||
this.renderTarget2 = renderTarget.clone();
|
||||
this.renderTarget2.texture.name = 'EffectComposer.rt2';
|
||||
|
||||
/**
|
||||
* A reference to the internal write buffer. Passes usually write
|
||||
* their result into this buffer.
|
||||
*
|
||||
* @type {WebGLRenderTarget}
|
||||
*/
|
||||
this.writeBuffer = this.renderTarget1;
|
||||
|
||||
/**
|
||||
* A reference to the internal read buffer. Passes usually read
|
||||
* the previous render result from this buffer.
|
||||
*
|
||||
* @type {WebGLRenderTarget}
|
||||
*/
|
||||
this.readBuffer = this.renderTarget2;
|
||||
|
||||
/**
|
||||
* Whether the final pass is rendered to the screen (default framebuffer) or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.renderToScreen = true;
|
||||
|
||||
/**
|
||||
* An array representing the (ordered) chain of post-processing passes.
|
||||
*
|
||||
* @type {Array<Pass>}
|
||||
*/
|
||||
this.passes = [];
|
||||
|
||||
/**
|
||||
* A copy pass used for internal swap operations.
|
||||
*
|
||||
* @private
|
||||
* @type {ShaderPass}
|
||||
*/
|
||||
this.copyPass = new ShaderPass( CopyShader );
|
||||
this.copyPass.material.blending = NoBlending;
|
||||
|
||||
/**
|
||||
* The internal clock for managing time data.
|
||||
*
|
||||
* @private
|
||||
* @type {Clock}
|
||||
*/
|
||||
this.clock = new Clock();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Swaps the internal read/write buffers.
|
||||
*/
|
||||
swapBuffers() {
|
||||
|
||||
const tmp = this.readBuffer;
|
||||
this.readBuffer = this.writeBuffer;
|
||||
this.writeBuffer = tmp;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds the given pass to the pass chain.
|
||||
*
|
||||
* @param {Pass} pass - The pass to add.
|
||||
*/
|
||||
addPass( pass ) {
|
||||
|
||||
this.passes.push( pass );
|
||||
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Inserts the given pass at a given index.
|
||||
*
|
||||
* @param {Pass} pass - The pass to insert.
|
||||
* @param {number} index - The index into the pass chain.
|
||||
*/
|
||||
insertPass( pass, index ) {
|
||||
|
||||
this.passes.splice( index, 0, pass );
|
||||
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes the given pass from the pass chain.
|
||||
*
|
||||
* @param {Pass} pass - The pass to remove.
|
||||
*/
|
||||
removePass( pass ) {
|
||||
|
||||
const index = this.passes.indexOf( pass );
|
||||
|
||||
if ( index !== - 1 ) {
|
||||
|
||||
this.passes.splice( index, 1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns `true` if the pass for the given index is the last enabled pass in the pass chain.
|
||||
*
|
||||
* @param {number} passIndex - The pass index.
|
||||
* @return {boolean} Whether the pass for the given index is the last pass in the pass chain.
|
||||
*/
|
||||
isLastEnabledPass( passIndex ) {
|
||||
|
||||
for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
|
||||
|
||||
if ( this.passes[ i ].enabled ) {
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Executes all enabled post-processing passes in order to produce the final frame.
|
||||
*
|
||||
* @param {number} deltaTime - The delta time in seconds. If not given, the composer computes
|
||||
* its own time delta value.
|
||||
*/
|
||||
render( deltaTime ) {
|
||||
|
||||
// deltaTime value is in seconds
|
||||
|
||||
if ( deltaTime === undefined ) {
|
||||
|
||||
deltaTime = this.clock.getDelta();
|
||||
|
||||
}
|
||||
|
||||
const currentRenderTarget = this.renderer.getRenderTarget();
|
||||
|
||||
let maskActive = false;
|
||||
|
||||
for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
|
||||
|
||||
const pass = this.passes[ i ];
|
||||
|
||||
if ( pass.enabled === false ) continue;
|
||||
|
||||
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
|
||||
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
|
||||
|
||||
if ( pass.needsSwap ) {
|
||||
|
||||
if ( maskActive ) {
|
||||
|
||||
const context = this.renderer.getContext();
|
||||
const stencil = this.renderer.state.buffers.stencil;
|
||||
|
||||
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
|
||||
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
|
||||
|
||||
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
|
||||
|
||||
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
|
||||
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
|
||||
|
||||
}
|
||||
|
||||
this.swapBuffers();
|
||||
|
||||
}
|
||||
|
||||
if ( MaskPass !== undefined ) {
|
||||
|
||||
if ( pass instanceof MaskPass ) {
|
||||
|
||||
maskActive = true;
|
||||
|
||||
} else if ( pass instanceof ClearMaskPass ) {
|
||||
|
||||
maskActive = false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.renderer.setRenderTarget( currentRenderTarget );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets the internal state of the EffectComposer.
|
||||
*
|
||||
* @param {WebGLRenderTarget} [renderTarget] - This render target has the same purpose like
|
||||
* the one from the constructor. If set, it is used to setup the read and write buffers.
|
||||
*/
|
||||
reset( renderTarget ) {
|
||||
|
||||
if ( renderTarget === undefined ) {
|
||||
|
||||
const size = this.renderer.getSize( new Vector2() );
|
||||
this._pixelRatio = this.renderer.getPixelRatio();
|
||||
this._width = size.width;
|
||||
this._height = size.height;
|
||||
|
||||
renderTarget = this.renderTarget1.clone();
|
||||
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||
|
||||
}
|
||||
|
||||
this.renderTarget1.dispose();
|
||||
this.renderTarget2.dispose();
|
||||
this.renderTarget1 = renderTarget;
|
||||
this.renderTarget2 = renderTarget.clone();
|
||||
|
||||
this.writeBuffer = this.renderTarget1;
|
||||
this.readBuffer = this.renderTarget2;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Resizes the internal read and write buffers as well as all passes. Similar to {@link WebGLRenderer#setSize},
|
||||
* this method honors the current pixel ration.
|
||||
*
|
||||
* @param {number} width - The width in logical pixels.
|
||||
* @param {number} height - The height in logical pixels.
|
||||
*/
|
||||
setSize( width, height ) {
|
||||
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
|
||||
const effectiveWidth = this._width * this._pixelRatio;
|
||||
const effectiveHeight = this._height * this._pixelRatio;
|
||||
|
||||
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
|
||||
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
|
||||
|
||||
for ( let i = 0; i < this.passes.length; i ++ ) {
|
||||
|
||||
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output.
|
||||
* Setting the pixel ratio will automatically resize the composer.
|
||||
*
|
||||
* @param {number} pixelRatio - The pixel ratio to set.
|
||||
*/
|
||||
setPixelRatio( pixelRatio ) {
|
||||
|
||||
this._pixelRatio = pixelRatio;
|
||||
|
||||
this.setSize( this._width, this._height );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this
|
||||
* method whenever the composer is no longer used in your app.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
this.renderTarget1.dispose();
|
||||
this.renderTarget2.dispose();
|
||||
|
||||
this.copyPass.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { EffectComposer };
|
||||
@@ -0,0 +1,195 @@
|
||||
import { Pass } from './Pass.module.js'
|
||||
|
||||
/**
|
||||
* This pass can be used to define a mask during post processing.
|
||||
* Meaning only areas of subsequent post processing are affected
|
||||
* which lie in the masking area of this pass. Internally, the masking
|
||||
* is implemented with the stencil buffer.
|
||||
*
|
||||
* ```js
|
||||
* const maskPass = new MaskPass( scene, camera );
|
||||
* composer.addPass( maskPass );
|
||||
* ```
|
||||
*
|
||||
* @augments Pass
|
||||
* @three_import import { MaskPass } from 'three/addons/postprocessing/MaskPass.js';
|
||||
*/
|
||||
class MaskPass extends Pass {
|
||||
|
||||
/**
|
||||
* Constructs a new mask pass.
|
||||
*
|
||||
* @param {Scene} scene - The 3D objects in this scene will define the mask.
|
||||
* @param {Camera} camera - The camera.
|
||||
*/
|
||||
constructor( scene, camera ) {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* The scene that defines the mask.
|
||||
*
|
||||
* @type {Scene}
|
||||
*/
|
||||
this.scene = scene;
|
||||
|
||||
/**
|
||||
* The camera.
|
||||
*
|
||||
* @type {Camera}
|
||||
*/
|
||||
this.camera = camera;
|
||||
|
||||
/**
|
||||
* Overwritten to perform a clear operation by default.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.clear = true;
|
||||
|
||||
/**
|
||||
* Overwritten to disable the swap.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.needsSwap = false;
|
||||
|
||||
/**
|
||||
* Whether to inverse the mask or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.inverse = false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs a mask pass with the configured scene and camera.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
||||
* destination for the pass.
|
||||
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
||||
* previous pass from this buffer.
|
||||
* @param {number} deltaTime - The delta time in seconds.
|
||||
* @param {boolean} maskActive - Whether masking is active or not.
|
||||
*/
|
||||
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||
|
||||
const context = renderer.getContext();
|
||||
const state = renderer.state;
|
||||
|
||||
// don't update color or depth
|
||||
|
||||
state.buffers.color.setMask( false );
|
||||
state.buffers.depth.setMask( false );
|
||||
|
||||
// lock buffers
|
||||
|
||||
state.buffers.color.setLocked( true );
|
||||
state.buffers.depth.setLocked( true );
|
||||
|
||||
// set up stencil
|
||||
|
||||
let writeValue, clearValue;
|
||||
|
||||
if ( this.inverse ) {
|
||||
|
||||
writeValue = 0;
|
||||
clearValue = 1;
|
||||
|
||||
} else {
|
||||
|
||||
writeValue = 1;
|
||||
clearValue = 0;
|
||||
|
||||
}
|
||||
|
||||
state.buffers.stencil.setTest( true );
|
||||
state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
|
||||
state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
|
||||
state.buffers.stencil.setClear( clearValue );
|
||||
state.buffers.stencil.setLocked( true );
|
||||
|
||||
// draw into the stencil buffer
|
||||
|
||||
renderer.setRenderTarget( readBuffer );
|
||||
if ( this.clear ) renderer.clear();
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
renderer.setRenderTarget( writeBuffer );
|
||||
if ( this.clear ) renderer.clear();
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
// unlock color and depth buffer and make them writable for subsequent rendering/clearing
|
||||
|
||||
state.buffers.color.setLocked( false );
|
||||
state.buffers.depth.setLocked( false );
|
||||
|
||||
state.buffers.color.setMask( true );
|
||||
state.buffers.depth.setMask( true );
|
||||
|
||||
// only render where stencil is set to 1
|
||||
|
||||
state.buffers.stencil.setLocked( false );
|
||||
state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
|
||||
state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
|
||||
state.buffers.stencil.setLocked( true );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This pass can be used to clear a mask previously defined with {@link MaskPass}.
|
||||
*
|
||||
* ```js
|
||||
* const clearPass = new ClearMaskPass();
|
||||
* composer.addPass( clearPass );
|
||||
* ```
|
||||
*
|
||||
* @augments Pass
|
||||
*/
|
||||
class ClearMaskPass extends Pass {
|
||||
|
||||
/**
|
||||
* Constructs a new clear mask pass.
|
||||
*/
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* Overwritten to disable the swap.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.needsSwap = false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs the clear of the currently defined mask.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
||||
* destination for the pass.
|
||||
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
||||
* previous pass from this buffer.
|
||||
* @param {number} deltaTime - The delta time in seconds.
|
||||
* @param {boolean} maskActive - Whether masking is active or not.
|
||||
*/
|
||||
render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
|
||||
|
||||
renderer.state.buffers.stencil.setLocked( false );
|
||||
renderer.state.buffers.stencil.setTest( false );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { MaskPass, ClearMaskPass };
|
||||
@@ -0,0 +1,776 @@
|
||||
import {
|
||||
AdditiveBlending,
|
||||
Color,
|
||||
DoubleSide,
|
||||
HalfFloatType,
|
||||
Matrix4,
|
||||
MeshDepthMaterial,
|
||||
NoBlending,
|
||||
RGBADepthPacking,
|
||||
ShaderMaterial,
|
||||
UniformsUtils,
|
||||
Vector2,
|
||||
Vector3,
|
||||
WebGLRenderTarget
|
||||
} from '../three.module.js'
|
||||
import { Pass, FullScreenQuad } from './Pass.module.js'
|
||||
import { CopyShader } from '../shaders/CopyShader.module.js'
|
||||
|
||||
/**
|
||||
* A pass for rendering outlines around selected objects.
|
||||
*
|
||||
* ```js
|
||||
* const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
|
||||
* const outlinePass = new OutlinePass( resolution, scene, camera );
|
||||
* composer.addPass( outlinePass );
|
||||
* ```
|
||||
*
|
||||
* @augments Pass
|
||||
* @three_import import { OutlinePass } from 'three/addons/postprocessing/OutlinePass.js';
|
||||
*/
|
||||
class OutlinePass extends Pass {
|
||||
|
||||
/**
|
||||
* Constructs a new outline pass.
|
||||
*
|
||||
* @param {Vector2} [resolution] - The effect's resolution.
|
||||
* @param {Scene} scene - The scene to render.
|
||||
* @param {Camera} camera - The camera.
|
||||
* @param {Array<Object3D>} [selectedObjects] - The selected 3D objects that should receive an outline.
|
||||
*
|
||||
*/
|
||||
constructor( resolution, scene, camera, selectedObjects ) {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* The scene to render.
|
||||
*
|
||||
* @type {Object}
|
||||
*/
|
||||
this.renderScene = scene;
|
||||
|
||||
/**
|
||||
* The camera.
|
||||
*
|
||||
* @type {Object}
|
||||
*/
|
||||
this.renderCamera = camera;
|
||||
|
||||
/**
|
||||
* The selected 3D objects that should receive an outline.
|
||||
*
|
||||
* @type {Array<Object3D>}
|
||||
*/
|
||||
this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
|
||||
|
||||
/**
|
||||
* The visible edge color.
|
||||
*
|
||||
* @type {Color}
|
||||
* @default (1,1,1)
|
||||
*/
|
||||
this.visibleEdgeColor = new Color( 1, 1, 1 );
|
||||
|
||||
/**
|
||||
* The hidden edge color.
|
||||
*
|
||||
* @type {Color}
|
||||
* @default (0.1,0.04,0.02)
|
||||
*/
|
||||
this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
|
||||
|
||||
/**
|
||||
* Can be used for an animated glow/pulse effect.
|
||||
*
|
||||
* @type {number}
|
||||
* @default 0
|
||||
*/
|
||||
this.edgeGlow = 0.0;
|
||||
|
||||
/**
|
||||
* Whether to use a pattern texture for to highlight selected
|
||||
* 3D objects or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.usePatternTexture = false;
|
||||
|
||||
/**
|
||||
* Can be used to highlight selected 3D objects. Requires to set
|
||||
* {@link OutlinePass#usePatternTexture} to `true`.
|
||||
*
|
||||
* @type {?Texture}
|
||||
* @default null
|
||||
*/
|
||||
this.patternTexture = null;
|
||||
|
||||
/**
|
||||
* The edge thickness.
|
||||
*
|
||||
* @type {number}
|
||||
* @default 1
|
||||
*/
|
||||
this.edgeThickness = 1.0;
|
||||
|
||||
/**
|
||||
* The edge strength.
|
||||
*
|
||||
* @type {number}
|
||||
* @default 3
|
||||
*/
|
||||
this.edgeStrength = 3.0;
|
||||
|
||||
/**
|
||||
* The downsample ratio. The effect can be rendered in a much
|
||||
* lower resolution than the beauty pass.
|
||||
*
|
||||
* @type {number}
|
||||
* @default 2
|
||||
*/
|
||||
this.downSampleRatio = 2;
|
||||
|
||||
/**
|
||||
* The pulse period.
|
||||
*
|
||||
* @type {number}
|
||||
* @default 0
|
||||
*/
|
||||
this.pulsePeriod = 0;
|
||||
|
||||
this._visibilityCache = new Map();
|
||||
this._selectionCache = new Set();
|
||||
|
||||
/**
|
||||
* The effect's resolution.
|
||||
*
|
||||
* @type {Vector2}
|
||||
* @default (256,256)
|
||||
*/
|
||||
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
|
||||
|
||||
const resx = Math.round( this.resolution.x / this.downSampleRatio );
|
||||
const resy = Math.round( this.resolution.y / this.downSampleRatio );
|
||||
|
||||
this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
|
||||
this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
|
||||
this.renderTargetMaskBuffer.texture.generateMipmaps = false;
|
||||
|
||||
this.depthMaterial = new MeshDepthMaterial();
|
||||
this.depthMaterial.side = DoubleSide;
|
||||
this.depthMaterial.depthPacking = RGBADepthPacking;
|
||||
this.depthMaterial.blending = NoBlending;
|
||||
|
||||
this.prepareMaskMaterial = this._getPrepareMaskMaterial();
|
||||
this.prepareMaskMaterial.side = DoubleSide;
|
||||
this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
|
||||
|
||||
this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
|
||||
this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
|
||||
this.renderTargetDepthBuffer.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||
this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
|
||||
this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||
this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
|
||||
this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
|
||||
this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
|
||||
this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
|
||||
this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
|
||||
|
||||
this.edgeDetectionMaterial = this._getEdgeDetectionMaterial();
|
||||
this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||
this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
|
||||
this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
|
||||
this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
|
||||
this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
|
||||
this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
|
||||
|
||||
const MAX_EDGE_THICKNESS = 4;
|
||||
const MAX_EDGE_GLOW = 4;
|
||||
|
||||
this.separableBlurMaterial1 = this._getSeparableBlurMaterial( MAX_EDGE_THICKNESS );
|
||||
this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
|
||||
this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
|
||||
this.separableBlurMaterial2 = this._getSeparableBlurMaterial( MAX_EDGE_GLOW );
|
||||
this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
|
||||
this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
|
||||
|
||||
// Overlay material
|
||||
this.overlayMaterial = this._getOverlayMaterial();
|
||||
|
||||
// copy material
|
||||
|
||||
const copyShader = CopyShader;
|
||||
|
||||
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
|
||||
|
||||
this.materialCopy = new ShaderMaterial( {
|
||||
uniforms: this.copyUniforms,
|
||||
vertexShader: copyShader.vertexShader,
|
||||
fragmentShader: copyShader.fragmentShader,
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
} );
|
||||
|
||||
this.enabled = true;
|
||||
this.needsSwap = false;
|
||||
|
||||
this._oldClearColor = new Color();
|
||||
this.oldClearAlpha = 1;
|
||||
|
||||
this._fsQuad = new FullScreenQuad( null );
|
||||
|
||||
this.tempPulseColor1 = new Color();
|
||||
this.tempPulseColor2 = new Color();
|
||||
this.textureMatrix = new Matrix4();
|
||||
|
||||
function replaceDepthToViewZ( string, camera ) {
|
||||
|
||||
const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
|
||||
|
||||
return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this
|
||||
* method whenever the pass is no longer used in your app.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
this.renderTargetMaskBuffer.dispose();
|
||||
this.renderTargetDepthBuffer.dispose();
|
||||
this.renderTargetMaskDownSampleBuffer.dispose();
|
||||
this.renderTargetBlurBuffer1.dispose();
|
||||
this.renderTargetBlurBuffer2.dispose();
|
||||
this.renderTargetEdgeBuffer1.dispose();
|
||||
this.renderTargetEdgeBuffer2.dispose();
|
||||
|
||||
this.depthMaterial.dispose();
|
||||
this.prepareMaskMaterial.dispose();
|
||||
this.edgeDetectionMaterial.dispose();
|
||||
this.separableBlurMaterial1.dispose();
|
||||
this.separableBlurMaterial2.dispose();
|
||||
this.overlayMaterial.dispose();
|
||||
this.materialCopy.dispose();
|
||||
|
||||
this._fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the size of the pass.
|
||||
*
|
||||
* @param {number} width - The width to set.
|
||||
* @param {number} height - The height to set.
|
||||
*/
|
||||
setSize( width, height ) {
|
||||
|
||||
this.renderTargetMaskBuffer.setSize( width, height );
|
||||
this.renderTargetDepthBuffer.setSize( width, height );
|
||||
|
||||
let resx = Math.round( width / this.downSampleRatio );
|
||||
let resy = Math.round( height / this.downSampleRatio );
|
||||
this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
|
||||
this.renderTargetBlurBuffer1.setSize( resx, resy );
|
||||
this.renderTargetEdgeBuffer1.setSize( resx, resy );
|
||||
this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
this.renderTargetBlurBuffer2.setSize( resx, resy );
|
||||
this.renderTargetEdgeBuffer2.setSize( resx, resy );
|
||||
|
||||
this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs the Outline pass.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
||||
* destination for the pass.
|
||||
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
||||
* previous pass from this buffer.
|
||||
* @param {number} deltaTime - The delta time in seconds.
|
||||
* @param {boolean} maskActive - Whether masking is active or not.
|
||||
*/
|
||||
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
|
||||
|
||||
if ( this.selectedObjects.length > 0 ) {
|
||||
|
||||
renderer.getClearColor( this._oldClearColor );
|
||||
this.oldClearAlpha = renderer.getClearAlpha();
|
||||
const oldAutoClear = renderer.autoClear;
|
||||
|
||||
renderer.autoClear = false;
|
||||
|
||||
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
|
||||
|
||||
renderer.setClearColor( 0xffffff, 1 );
|
||||
|
||||
this._updateSelectionCache();
|
||||
|
||||
// Make selected objects invisible
|
||||
this._changeVisibilityOfSelectedObjects( false );
|
||||
|
||||
const currentBackground = this.renderScene.background;
|
||||
const currentOverrideMaterial = this.renderScene.overrideMaterial;
|
||||
this.renderScene.background = null;
|
||||
|
||||
// 1. Draw Non Selected objects in the depth buffer
|
||||
this.renderScene.overrideMaterial = this.depthMaterial;
|
||||
renderer.setRenderTarget( this.renderTargetDepthBuffer );
|
||||
renderer.clear();
|
||||
renderer.render( this.renderScene, this.renderCamera );
|
||||
|
||||
// Make selected objects visible
|
||||
this._changeVisibilityOfSelectedObjects( true );
|
||||
this._visibilityCache.clear();
|
||||
|
||||
// Update Texture Matrix for Depth compare
|
||||
this._updateTextureMatrix();
|
||||
|
||||
// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
|
||||
this._changeVisibilityOfNonSelectedObjects( false );
|
||||
this.renderScene.overrideMaterial = this.prepareMaskMaterial;
|
||||
this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
|
||||
this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
|
||||
this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
|
||||
renderer.setRenderTarget( this.renderTargetMaskBuffer );
|
||||
renderer.clear();
|
||||
renderer.render( this.renderScene, this.renderCamera );
|
||||
this._changeVisibilityOfNonSelectedObjects( true );
|
||||
this._visibilityCache.clear();
|
||||
this._selectionCache.clear();
|
||||
|
||||
this.renderScene.background = currentBackground;
|
||||
this.renderScene.overrideMaterial = currentOverrideMaterial;
|
||||
|
||||
// 2. Downsample to Half resolution
|
||||
this._fsQuad.material = this.materialCopy;
|
||||
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
|
||||
renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
|
||||
renderer.clear();
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
this.tempPulseColor1.copy( this.visibleEdgeColor );
|
||||
this.tempPulseColor2.copy( this.hiddenEdgeColor );
|
||||
|
||||
if ( this.pulsePeriod > 0 ) {
|
||||
|
||||
const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
|
||||
this.tempPulseColor1.multiplyScalar( scalar );
|
||||
this.tempPulseColor2.multiplyScalar( scalar );
|
||||
|
||||
}
|
||||
|
||||
// 3. Apply Edge Detection Pass
|
||||
this._fsQuad.material = this.edgeDetectionMaterial;
|
||||
this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
|
||||
this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
|
||||
this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
|
||||
this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
|
||||
renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
|
||||
renderer.clear();
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
// 4. Apply Blur on Half res
|
||||
this._fsQuad.material = this.separableBlurMaterial1;
|
||||
this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
|
||||
this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
|
||||
this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
|
||||
renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
|
||||
renderer.clear();
|
||||
this._fsQuad.render( renderer );
|
||||
this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
|
||||
this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
|
||||
renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
|
||||
renderer.clear();
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
// Apply Blur on quarter res
|
||||
this._fsQuad.material = this.separableBlurMaterial2;
|
||||
this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
|
||||
this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
|
||||
renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
|
||||
renderer.clear();
|
||||
this._fsQuad.render( renderer );
|
||||
this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
|
||||
this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
|
||||
renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
|
||||
renderer.clear();
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
// Blend it additively over the input texture
|
||||
this._fsQuad.material = this.overlayMaterial;
|
||||
this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
|
||||
this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
|
||||
this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
|
||||
this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
|
||||
this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
|
||||
this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
|
||||
this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
|
||||
|
||||
|
||||
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
|
||||
|
||||
renderer.setRenderTarget( readBuffer );
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
}
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
this._fsQuad.material = this.materialCopy;
|
||||
this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
||||
renderer.setRenderTarget( null );
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// internals
|
||||
|
||||
_updateSelectionCache() {
|
||||
|
||||
const cache = this._selectionCache;
|
||||
|
||||
function gatherSelectedMeshesCallBack( object ) {
|
||||
|
||||
if ( object.isMesh ) cache.add( object );
|
||||
|
||||
}
|
||||
|
||||
cache.clear();
|
||||
|
||||
for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
|
||||
|
||||
const selectedObject = this.selectedObjects[ i ];
|
||||
selectedObject.traverse( gatherSelectedMeshesCallBack );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_changeVisibilityOfSelectedObjects( bVisible ) {
|
||||
|
||||
const cache = this._visibilityCache;
|
||||
|
||||
for ( const mesh of this._selectionCache ) {
|
||||
|
||||
if ( bVisible === true ) {
|
||||
|
||||
mesh.visible = cache.get( mesh );
|
||||
|
||||
} else {
|
||||
|
||||
cache.set( mesh, mesh.visible );
|
||||
mesh.visible = bVisible;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_changeVisibilityOfNonSelectedObjects( bVisible ) {
|
||||
|
||||
const visibilityCache = this._visibilityCache;
|
||||
const selectionCache = this._selectionCache;
|
||||
|
||||
function VisibilityChangeCallBack( object ) {
|
||||
|
||||
if ( object.isPoints || object.isLine || object.isLine2 ) {
|
||||
|
||||
// the visibility of points and lines is always set to false in order to
|
||||
// not affect the outline computation
|
||||
|
||||
if ( bVisible === true ) {
|
||||
|
||||
object.visible = visibilityCache.get( object ); // restore
|
||||
|
||||
} else {
|
||||
|
||||
visibilityCache.set( object, object.visible );
|
||||
object.visible = bVisible;
|
||||
|
||||
}
|
||||
|
||||
} else if ( object.isMesh || object.isSprite ) {
|
||||
|
||||
// only meshes and sprites are supported by OutlinePass
|
||||
|
||||
if ( ! selectionCache.has( object ) ) {
|
||||
|
||||
const visibility = object.visible;
|
||||
|
||||
if ( bVisible === false || visibilityCache.get( object ) === true ) {
|
||||
|
||||
object.visible = bVisible;
|
||||
|
||||
}
|
||||
|
||||
visibilityCache.set( object, visibility );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.renderScene.traverse( VisibilityChangeCallBack );
|
||||
|
||||
}
|
||||
|
||||
_updateTextureMatrix() {
|
||||
|
||||
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 );
|
||||
this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
|
||||
this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
|
||||
|
||||
}
|
||||
|
||||
_getPrepareMaskMaterial() {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
uniforms: {
|
||||
'depthTexture': { value: null },
|
||||
'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
|
||||
'textureMatrix': { value: null }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
`#include <batching_pars_vertex>
|
||||
#include <morphtarget_pars_vertex>
|
||||
#include <skinning_pars_vertex>
|
||||
|
||||
varying vec4 projTexCoord;
|
||||
varying vec4 vPosition;
|
||||
uniform mat4 textureMatrix;
|
||||
|
||||
void main() {
|
||||
|
||||
#include <batching_vertex>
|
||||
#include <skinbase_vertex>
|
||||
#include <begin_vertex>
|
||||
#include <morphtarget_vertex>
|
||||
#include <skinning_vertex>
|
||||
#include <project_vertex>
|
||||
|
||||
vPosition = mvPosition;
|
||||
|
||||
vec4 worldPosition = vec4( transformed, 1.0 );
|
||||
|
||||
#ifdef USE_INSTANCING
|
||||
|
||||
worldPosition = instanceMatrix * worldPosition;
|
||||
|
||||
#endif
|
||||
|
||||
worldPosition = modelMatrix * worldPosition;
|
||||
|
||||
projTexCoord = textureMatrix * worldPosition;
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader:
|
||||
`#include <packing>
|
||||
varying vec4 vPosition;
|
||||
varying vec4 projTexCoord;
|
||||
uniform sampler2D depthTexture;
|
||||
uniform vec2 cameraNearFar;
|
||||
|
||||
void main() {
|
||||
|
||||
float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
|
||||
float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
|
||||
float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
|
||||
gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
|
||||
|
||||
}`
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
_getEdgeDetectionMaterial() {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
uniforms: {
|
||||
'maskTexture': { value: null },
|
||||
'texSize': { value: new Vector2( 0.5, 0.5 ) },
|
||||
'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
|
||||
'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
`varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
|
||||
fragmentShader:
|
||||
`varying vec2 vUv;
|
||||
|
||||
uniform sampler2D maskTexture;
|
||||
uniform vec2 texSize;
|
||||
uniform vec3 visibleEdgeColor;
|
||||
uniform vec3 hiddenEdgeColor;
|
||||
|
||||
void main() {
|
||||
vec2 invSize = 1.0 / texSize;
|
||||
vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
|
||||
vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
|
||||
vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
|
||||
vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
|
||||
vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
|
||||
float diff1 = (c1.r - c2.r)*0.5;
|
||||
float diff2 = (c3.r - c4.r)*0.5;
|
||||
float d = length( vec2(diff1, diff2) );
|
||||
float a1 = min(c1.g, c2.g);
|
||||
float a2 = min(c3.g, c4.g);
|
||||
float visibilityFactor = min(a1, a2);
|
||||
vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
|
||||
gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
|
||||
}`
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
_getSeparableBlurMaterial( maxRadius ) {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
'MAX_RADIUS': maxRadius,
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
'colorTexture': { value: null },
|
||||
'texSize': { value: new Vector2( 0.5, 0.5 ) },
|
||||
'direction': { value: new Vector2( 0.5, 0.5 ) },
|
||||
'kernelRadius': { value: 1.0 }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
`varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
|
||||
fragmentShader:
|
||||
`#include <common>
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D colorTexture;
|
||||
uniform vec2 texSize;
|
||||
uniform vec2 direction;
|
||||
uniform float kernelRadius;
|
||||
|
||||
float gaussianPdf(in float x, in float sigma) {
|
||||
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 invSize = 1.0 / texSize;
|
||||
float sigma = kernelRadius/2.0;
|
||||
float weightSum = gaussianPdf(0.0, sigma);
|
||||
vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
|
||||
vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
|
||||
vec2 uvOffset = delta;
|
||||
for( int i = 1; i <= MAX_RADIUS; i ++ ) {
|
||||
float x = kernelRadius * float(i) / float(MAX_RADIUS);
|
||||
float w = gaussianPdf(x, sigma);
|
||||
vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
|
||||
vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
|
||||
diffuseSum += ((sample1 + sample2) * w);
|
||||
weightSum += (2.0 * w);
|
||||
uvOffset += delta;
|
||||
}
|
||||
gl_FragColor = diffuseSum/weightSum;
|
||||
}`
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
_getOverlayMaterial() {
|
||||
|
||||
return new ShaderMaterial( {
|
||||
|
||||
uniforms: {
|
||||
'maskTexture': { value: null },
|
||||
'edgeTexture1': { value: null },
|
||||
'edgeTexture2': { value: null },
|
||||
'patternTexture': { value: null },
|
||||
'edgeStrength': { value: 1.0 },
|
||||
'edgeGlow': { value: 1.0 },
|
||||
'usePatternTexture': { value: 0.0 }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
`varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
|
||||
fragmentShader:
|
||||
`varying vec2 vUv;
|
||||
|
||||
uniform sampler2D maskTexture;
|
||||
uniform sampler2D edgeTexture1;
|
||||
uniform sampler2D edgeTexture2;
|
||||
uniform sampler2D patternTexture;
|
||||
uniform float edgeStrength;
|
||||
uniform float edgeGlow;
|
||||
uniform bool usePatternTexture;
|
||||
|
||||
void main() {
|
||||
vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
|
||||
vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
|
||||
vec4 maskColor = texture2D(maskTexture, vUv);
|
||||
vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
|
||||
float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
|
||||
vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
|
||||
vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
|
||||
if(usePatternTexture)
|
||||
finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
|
||||
gl_FragColor = finalColor;
|
||||
}`,
|
||||
blending: AdditiveBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
||||
OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
||||
|
||||
export { OutlinePass };
|
||||
+191
@@ -0,0 +1,191 @@
|
||||
import {
|
||||
BufferGeometry,
|
||||
Float32BufferAttribute,
|
||||
OrthographicCamera,
|
||||
Mesh
|
||||
} from '../three.module.js'
|
||||
|
||||
/**
|
||||
* Abstract base class for all post processing passes.
|
||||
*
|
||||
* This module is only relevant for post processing with {@link WebGLRenderer}.
|
||||
*
|
||||
* @abstract
|
||||
* @three_import import { Pass } from 'three/addons/postprocessing/Pass.js';
|
||||
*/
|
||||
class Pass {
|
||||
|
||||
/**
|
||||
* Constructs a new pass.
|
||||
*/
|
||||
constructor() {
|
||||
|
||||
/**
|
||||
* This flag can be used for type testing.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @default true
|
||||
*/
|
||||
this.isPass = true;
|
||||
|
||||
/**
|
||||
* If set to `true`, the pass is processed by the composer.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.enabled = true;
|
||||
|
||||
/**
|
||||
* If set to `true`, the pass indicates to swap read and write buffer after rendering.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.needsSwap = true;
|
||||
|
||||
/**
|
||||
* If set to `true`, the pass clears its buffer before rendering
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.clear = false;
|
||||
|
||||
/**
|
||||
* If set to `true`, the result of the pass is rendered to screen. The last pass in the composers
|
||||
* pass chain gets automatically rendered to screen, no matter how this property is configured.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.renderToScreen = false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the size of the pass.
|
||||
*
|
||||
* @abstract
|
||||
* @param {number} width - The width to set.
|
||||
* @param {number} height - The height to set.
|
||||
*/
|
||||
setSize( /* width, height */ ) {}
|
||||
|
||||
/**
|
||||
* This method holds the render logic of a pass. It must be implemented in all derived classes.
|
||||
*
|
||||
* @abstract
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
||||
* destination for the pass.
|
||||
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
||||
* previous pass from this buffer.
|
||||
* @param {number} deltaTime - The delta time in seconds.
|
||||
* @param {boolean} maskActive - Whether masking is active or not.
|
||||
*/
|
||||
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
|
||||
|
||||
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this
|
||||
* method whenever the pass is no longer used in your app.
|
||||
*
|
||||
* @abstract
|
||||
*/
|
||||
dispose() {}
|
||||
|
||||
}
|
||||
|
||||
// Helper for passes that need to fill the viewport with a single quad.
|
||||
|
||||
const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
|
||||
// https://github.com/mrdoob/three.js/pull/21358
|
||||
|
||||
class FullscreenTriangleGeometry extends BufferGeometry {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
|
||||
this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const _geometry = new FullscreenTriangleGeometry();
|
||||
|
||||
|
||||
/**
|
||||
* This module is a helper for passes which need to render a full
|
||||
* screen effect which is quite common in context of post processing.
|
||||
*
|
||||
* The intended usage is to reuse a single full screen quad for rendering
|
||||
* subsequent passes by just reassigning the `material` reference.
|
||||
*
|
||||
* This module can only be used with {@link WebGLRenderer}.
|
||||
*
|
||||
* @augments Mesh
|
||||
* @three_import import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
|
||||
*/
|
||||
class FullScreenQuad {
|
||||
|
||||
/**
|
||||
* Constructs a new full screen quad.
|
||||
*
|
||||
* @param {?Material} material - The material to render te full screen quad with.
|
||||
*/
|
||||
constructor( material ) {
|
||||
|
||||
this._mesh = new Mesh( _geometry, material );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this
|
||||
* method whenever the instance is no longer used in your app.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
this._mesh.geometry.dispose();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the full screen quad.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
*/
|
||||
render( renderer ) {
|
||||
|
||||
renderer.render( this._mesh, _camera );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* The quad's material.
|
||||
*
|
||||
* @type {?Material}
|
||||
*/
|
||||
get material() {
|
||||
|
||||
return this._mesh.material;
|
||||
|
||||
}
|
||||
|
||||
set material( value ) {
|
||||
|
||||
this._mesh.material = value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { Pass, FullScreenQuad };
|
||||
@@ -0,0 +1,183 @@
|
||||
import {
|
||||
Color
|
||||
} from '../three.module.js'
|
||||
import { Pass } from './Pass.module.js'
|
||||
|
||||
/**
|
||||
* This class represents a render pass. It takes a camera and a scene and produces
|
||||
* a beauty pass for subsequent post processing effects.
|
||||
*
|
||||
* ```js
|
||||
* const renderPass = new RenderPass( scene, camera );
|
||||
* composer.addPass( renderPass );
|
||||
* ```
|
||||
*
|
||||
* @augments Pass
|
||||
* @three_import import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
|
||||
*/
|
||||
class RenderPass extends Pass {
|
||||
|
||||
/**
|
||||
* Constructs a new render pass.
|
||||
*
|
||||
* @param {Scene} scene - The scene to render.
|
||||
* @param {Camera} camera - The camera.
|
||||
* @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used
|
||||
* for all objects in the scene.
|
||||
* @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.
|
||||
* @param {?number} [clearAlpha=null] - The clear alpha of the render pass.
|
||||
*/
|
||||
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* The scene to render.
|
||||
*
|
||||
* @type {Scene}
|
||||
*/
|
||||
this.scene = scene;
|
||||
|
||||
/**
|
||||
* The camera.
|
||||
*
|
||||
* @type {Camera}
|
||||
*/
|
||||
this.camera = camera;
|
||||
|
||||
/**
|
||||
* The override material. If set, this material is used
|
||||
* for all objects in the scene.
|
||||
*
|
||||
* @type {?Material}
|
||||
* @default null
|
||||
*/
|
||||
this.overrideMaterial = overrideMaterial;
|
||||
|
||||
/**
|
||||
* The clear color of the render pass.
|
||||
*
|
||||
* @type {?(number|Color|string)}
|
||||
* @default null
|
||||
*/
|
||||
this.clearColor = clearColor;
|
||||
|
||||
/**
|
||||
* The clear alpha of the render pass.
|
||||
*
|
||||
* @type {?number}
|
||||
* @default null
|
||||
*/
|
||||
this.clearAlpha = clearAlpha;
|
||||
|
||||
/**
|
||||
* Overwritten to perform a clear operation by default.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.clear = true;
|
||||
|
||||
/**
|
||||
* If set to `true`, only the depth can be cleared when `clear` is to `false`.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.clearDepth = false;
|
||||
|
||||
/**
|
||||
* Overwritten to disable the swap.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
*/
|
||||
this.needsSwap = false;
|
||||
this._oldClearColor = new Color();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs a beauty pass with the configured scene and camera.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
||||
* destination for the pass.
|
||||
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
||||
* previous pass from this buffer.
|
||||
* @param {number} deltaTime - The delta time in seconds.
|
||||
* @param {boolean} maskActive - Whether masking is active or not.
|
||||
*/
|
||||
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||
|
||||
const oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
let oldClearAlpha, oldOverrideMaterial;
|
||||
|
||||
if ( this.overrideMaterial !== null ) {
|
||||
|
||||
oldOverrideMaterial = this.scene.overrideMaterial;
|
||||
|
||||
this.scene.overrideMaterial = this.overrideMaterial;
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearColor !== null ) {
|
||||
|
||||
renderer.getClearColor( this._oldClearColor );
|
||||
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearAlpha !== null ) {
|
||||
|
||||
oldClearAlpha = renderer.getClearAlpha();
|
||||
renderer.setClearAlpha( this.clearAlpha );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearDepth == true ) {
|
||||
|
||||
renderer.clearDepth();
|
||||
|
||||
}
|
||||
|
||||
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
|
||||
|
||||
if ( this.clear === true ) {
|
||||
|
||||
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
||||
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||
|
||||
}
|
||||
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
// restore
|
||||
|
||||
if ( this.clearColor !== null ) {
|
||||
|
||||
renderer.setClearColor( this._oldClearColor );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearAlpha !== null ) {
|
||||
|
||||
renderer.setClearAlpha( oldClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
if ( this.overrideMaterial !== null ) {
|
||||
|
||||
this.scene.overrideMaterial = oldOverrideMaterial;
|
||||
|
||||
}
|
||||
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { RenderPass };
|
||||
@@ -0,0 +1,135 @@
|
||||
import {
|
||||
ShaderMaterial,
|
||||
UniformsUtils
|
||||
} from '../three.module.js'
|
||||
import { Pass, FullScreenQuad } from './Pass.module.js'
|
||||
|
||||
/**
|
||||
* This pass can be used to create a post processing effect
|
||||
* with a raw GLSL shader object. Useful for implementing custom
|
||||
* effects.
|
||||
*
|
||||
* ```js
|
||||
* const fxaaPass = new ShaderPass( FXAAShader );
|
||||
* composer.addPass( fxaaPass );
|
||||
* ```
|
||||
*
|
||||
* @augments Pass
|
||||
* @three_import import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
|
||||
*/
|
||||
class ShaderPass extends Pass {
|
||||
|
||||
/**
|
||||
* Constructs a new shader pass.
|
||||
*
|
||||
* @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as
|
||||
* defines and uniforms. It's also valid to pass a custom shader material.
|
||||
* @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample
|
||||
* the read buffer.
|
||||
*/
|
||||
constructor( shader, textureID = 'tDiffuse' ) {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* The name of the texture uniform that should sample the read buffer.
|
||||
*
|
||||
* @type {string}
|
||||
* @default 'tDiffuse'
|
||||
*/
|
||||
this.textureID = textureID;
|
||||
|
||||
/**
|
||||
* The pass uniforms.
|
||||
*
|
||||
* @type {?Object}
|
||||
*/
|
||||
this.uniforms = null;
|
||||
|
||||
/**
|
||||
* The pass material.
|
||||
*
|
||||
* @type {?ShaderMaterial}
|
||||
*/
|
||||
this.material = null;
|
||||
|
||||
if ( shader instanceof ShaderMaterial ) {
|
||||
|
||||
this.uniforms = shader.uniforms;
|
||||
|
||||
this.material = shader;
|
||||
|
||||
} else if ( shader ) {
|
||||
|
||||
this.uniforms = UniformsUtils.clone( shader.uniforms );
|
||||
|
||||
this.material = new ShaderMaterial( {
|
||||
|
||||
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
|
||||
defines: Object.assign( {}, shader.defines ),
|
||||
uniforms: this.uniforms,
|
||||
vertexShader: shader.vertexShader,
|
||||
fragmentShader: shader.fragmentShader
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
// internals
|
||||
|
||||
this._fsQuad = new FullScreenQuad( this.material );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs the shader pass.
|
||||
*
|
||||
* @param {WebGLRenderer} renderer - The renderer.
|
||||
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
||||
* destination for the pass.
|
||||
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
||||
* previous pass from this buffer.
|
||||
* @param {number} deltaTime - The delta time in seconds.
|
||||
* @param {boolean} maskActive - Whether masking is active or not.
|
||||
*/
|
||||
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||
|
||||
if ( this.uniforms[ this.textureID ] ) {
|
||||
|
||||
this.uniforms[ this.textureID ].value = readBuffer.texture;
|
||||
|
||||
}
|
||||
|
||||
this._fsQuad.material = this.material;
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.setRenderTarget( null );
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.setRenderTarget( writeBuffer );
|
||||
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
||||
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||
this._fsQuad.render( renderer );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this
|
||||
* method whenever the pass is no longer used in your app.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
this.material.dispose();
|
||||
|
||||
this._fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ShaderPass };
|
||||
@@ -0,0 +1,52 @@
|
||||
/**
|
||||
* @module CopyShader
|
||||
* @three_import import { CopyShader } from 'three/addons/shaders/CopyShader.js';
|
||||
*/
|
||||
|
||||
/**
|
||||
* Full-screen copy shader pass.
|
||||
*
|
||||
* @constant
|
||||
* @type {ShaderMaterial~Shader}
|
||||
*/
|
||||
const CopyShader = {
|
||||
|
||||
name: 'CopyShader',
|
||||
|
||||
uniforms: {
|
||||
|
||||
'tDiffuse': { value: null },
|
||||
'opacity': { value: 1.0 }
|
||||
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
uniform float opacity;
|
||||
|
||||
uniform sampler2D tDiffuse;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 texel = texture2D( tDiffuse, vUv );
|
||||
gl_FragColor = opacity * texel;
|
||||
|
||||
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
export { CopyShader };
|
||||
Vendored
+2
-1
@@ -10,7 +10,7 @@ class Buildoz extends HTMLElement {
|
||||
// anything added here will be observed for all buildoz tags
|
||||
// in your child, add you local 'color' observable attr with :
|
||||
// return([...super.observedAttributes, 'color'])
|
||||
return([])
|
||||
return(['name'])
|
||||
}
|
||||
|
||||
static define(name, cls){
|
||||
@@ -31,6 +31,7 @@ class Buildoz extends HTMLElement {
|
||||
|
||||
attributeChangedCallback(name, oldValue, newValue) {
|
||||
this.attrs[name] = newValue
|
||||
if(name=='name') this.name = newValue
|
||||
}
|
||||
|
||||
getBZAttribute(attrName){ // Little helper for defaults
|
||||
|
||||
Vendored
+1
@@ -1036,6 +1036,7 @@ article[eiccard] header button.collapser {
|
||||
align-self: center;
|
||||
justify-self: end;
|
||||
border: none;
|
||||
min-width: 2em !important;
|
||||
}
|
||||
|
||||
article[eiccard] section {
|
||||
|
||||
Vendored
+1
File diff suppressed because one or more lines are too long
Vendored
+1
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user