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fix lint errors

aardgoose 6 年之前
父节点
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2655e47d8c
共有 2 个文件被更改,包括 49 次插入34 次删除
  1. 24 17
      examples/js/misc/GPUComputationRenderer.js
  2. 25 17
      examples/jsm/misc/GPUComputationRenderer.js

+ 24 - 17
examples/js/misc/GPUComputationRenderer.js

@@ -97,7 +97,7 @@
  * @param {WebGLRenderer} renderer The renderer
   */
 
-THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
+THREE.GPUComputationRenderer = function ( sizeX, sizeY, renderer ) {
 
 	this.variables = [];
 
@@ -118,7 +118,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 	scene.add( mesh );
 
 
-	this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
+	this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
 
 		var material = this.createShaderMaterial( computeFragmentShader );
 
@@ -140,13 +140,13 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.setVariableDependencies = function( variable, dependencies ) {
+	this.setVariableDependencies = function ( variable, dependencies ) {
 
 		variable.dependencies = dependencies;
 
 	};
 
-	this.init = function() {
+	this.init = function () {
 
 		if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
 
@@ -160,7 +160,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 		}
 
-		for ( var i = 0; i < this.variables.length; i++ ) {
+		for ( var i = 0; i < this.variables.length; i ++ ) {
 
 			var variable = this.variables[ i ];
 
@@ -175,7 +175,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 			var uniforms = material.uniforms;
 			if ( variable.dependencies !== null ) {
 
-				for ( var d = 0; d < variable.dependencies.length; d++ ) {
+				for ( var d = 0; d < variable.dependencies.length; d ++ ) {
 
 					var depVar = variable.dependencies[ d ];
 
@@ -183,16 +183,20 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 						// Checks if variable exists
 						var found = false;
-						for ( var j = 0; j < this.variables.length; j++ ) {
+						for ( var j = 0; j < this.variables.length; j ++ ) {
 
 							if ( depVar.name === this.variables[ j ].name ) {
+
 								found = true;
 								break;
+
 							}
 
 						}
 						if ( ! found ) {
+
 							return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
+
 						}
 
 					}
@@ -202,7 +206,9 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 					material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
 
 				}
+
 			}
+
 		}
 
 		this.currentTextureIndex = 0;
@@ -211,12 +217,12 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.compute = function() {
+	this.compute = function () {
 
 		var currentTextureIndex = this.currentTextureIndex;
 		var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
 
-		for ( var i = 0, il = this.variables.length; i < il; i++ ) {
+		for ( var i = 0, il = this.variables.length; i < il; i ++ ) {
 
 			var variable = this.variables[ i ];
 
@@ -224,7 +230,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 			if ( variable.dependencies !== null ) {
 
 				var uniforms = variable.material.uniforms;
-				for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
+				for ( var d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
 
 					var depVar = variable.dependencies[ d ];
 
@@ -240,15 +246,16 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 		}
 
 		this.currentTextureIndex = nextTextureIndex;
+
 	};
 
-	this.getCurrentRenderTarget = function( variable ) {
+	this.getCurrentRenderTarget = function ( variable ) {
 
 		return variable.renderTargets[ this.currentTextureIndex ];
 
 	};
 
-	this.getAlternateRenderTarget = function( variable ) {
+	this.getAlternateRenderTarget = function ( variable ) {
 
 		return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
 
@@ -282,7 +289,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	this.createShaderMaterial = createShaderMaterial;
 
-	this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
+	this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
 
 		sizeXTexture = sizeXTexture || sizeX;
 		sizeYTexture = sizeYTexture || sizeY;
@@ -308,7 +315,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.createTexture = function() {
+	this.createTexture = function () {
 
 		var a = new Float32Array( sizeX * sizeY * 4 );
 		var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
@@ -318,7 +325,7 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.renderTexture = function( input, output ) {
+	this.renderTexture = function ( input, output ) {
 
 		// Takes a texture, and render out in rendertarget
 		// input = Texture
@@ -326,13 +333,13 @@ THREE.GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 		passThruUniforms.texture.value = input;
 
-		this.doRenderTarget( passThruShader, output);
+		this.doRenderTarget( passThruShader, output );
 
 		passThruUniforms.texture.value = null;
 
 	};
 
-	this.doRenderTarget = function( material, output ) {
+	this.doRenderTarget = function ( material, output ) {
 
 		var currentRenderTarget = renderer.getRenderTarget();
 

+ 25 - 17
examples/jsm/misc/GPUComputationRenderer.js

@@ -112,7 +112,7 @@ import {
 	WebGLRenderTarget
 } from "../../../build/three.module.js";
 
-var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
+var GPUComputationRenderer = function ( sizeX, sizeY, renderer ) {
 
 	this.variables = [];
 
@@ -133,7 +133,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 	scene.add( mesh );
 
 
-	this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
+	this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
 
 		var material = this.createShaderMaterial( computeFragmentShader );
 
@@ -155,13 +155,13 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.setVariableDependencies = function( variable, dependencies ) {
+	this.setVariableDependencies = function ( variable, dependencies ) {
 
 		variable.dependencies = dependencies;
 
 	};
 
-	this.init = function() {
+	this.init = function () {
 
 		if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
 
@@ -175,7 +175,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 		}
 
-		for ( var i = 0; i < this.variables.length; i++ ) {
+		for ( var i = 0; i < this.variables.length; i ++ ) {
 
 			var variable = this.variables[ i ];
 
@@ -190,7 +190,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 			var uniforms = material.uniforms;
 			if ( variable.dependencies !== null ) {
 
-				for ( var d = 0; d < variable.dependencies.length; d++ ) {
+				for ( var d = 0; d < variable.dependencies.length; d ++ ) {
 
 					var depVar = variable.dependencies[ d ];
 
@@ -198,16 +198,21 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 						// Checks if variable exists
 						var found = false;
-						for ( var j = 0; j < this.variables.length; j++ ) {
+						for ( var j = 0; j < this.variables.length; j ++ ) {
 
 							if ( depVar.name === this.variables[ j ].name ) {
+
 								found = true;
 								break;
+
 							}
 
 						}
+
 						if ( ! found ) {
+
 							return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
+
 						}
 
 					}
@@ -217,7 +222,9 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 					material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
 
 				}
+
 			}
+
 		}
 
 		this.currentTextureIndex = 0;
@@ -226,12 +233,12 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.compute = function() {
+	this.compute = function () {
 
 		var currentTextureIndex = this.currentTextureIndex;
 		var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
 
-		for ( var i = 0, il = this.variables.length; i < il; i++ ) {
+		for ( var i = 0, il = this.variables.length; i < il; i ++ ) {
 
 			var variable = this.variables[ i ];
 
@@ -239,7 +246,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 			if ( variable.dependencies !== null ) {
 
 				var uniforms = variable.material.uniforms;
-				for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
+				for ( var d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
 
 					var depVar = variable.dependencies[ d ];
 
@@ -255,15 +262,16 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 		}
 
 		this.currentTextureIndex = nextTextureIndex;
+
 	};
 
-	this.getCurrentRenderTarget = function( variable ) {
+	this.getCurrentRenderTarget = function ( variable ) {
 
 		return variable.renderTargets[ this.currentTextureIndex ];
 
 	};
 
-	this.getAlternateRenderTarget = function( variable ) {
+	this.getAlternateRenderTarget = function ( variable ) {
 
 		return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
 
@@ -297,7 +305,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	this.createShaderMaterial = createShaderMaterial;
 
-	this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
+	this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
 
 		sizeXTexture = sizeXTexture || sizeX;
 		sizeYTexture = sizeYTexture || sizeY;
@@ -323,7 +331,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.createTexture = function() {
+	this.createTexture = function () {
 
 		var a = new Float32Array( sizeX * sizeY * 4 );
 		var texture = new DataTexture( a, sizeX, sizeY, RGBAFormat, FloatType );
@@ -333,7 +341,7 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 	};
 
-	this.renderTexture = function( input, output ) {
+	this.renderTexture = function ( input, output ) {
 
 		// Takes a texture, and render out in rendertarget
 		// input = Texture
@@ -341,13 +349,13 @@ var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
 
 		passThruUniforms.texture.value = input;
 
-		this.doRenderTarget( passThruShader, output);
+		this.doRenderTarget( passThruShader, output );
 
 		passThruUniforms.texture.value = null;
 
 	};
 
-	this.doRenderTarget = function( material, output ) {
+	this.doRenderTarget = function ( material, output ) {
 
 		var currentRenderTarget = renderer.getRenderTarget();