Mr.doob 8 vuotta sitten
vanhempi
commit
7119c4c084

+ 2 - 2
examples/js/postprocessing/BokehPass.js

@@ -23,9 +23,9 @@ THREE.BokehPass = function ( scene, camera, params ) {
 	this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
 		minFilter: THREE.LinearFilter,
 		magFilter: THREE.LinearFilter,
-		format: THREE.RGBFormat,
-		name: "BokehPass.color"
+		format: THREE.RGBFormat
 	} );
+	this.renderTargetColor.texture.name = "BokehPass.color";
 
 	this.renderTargetDepth = this.renderTargetColor.clone();
 	this.renderTargetDepth.texture.name = "BokehPass.depth";

+ 4 - 4
examples/js/postprocessing/SMAAPass.js

@@ -13,18 +13,18 @@ THREE.SMAAPass = function ( width, height ) {
 		stencilBuffer: false,
 		generateMipmaps: false,
 		minFilter: THREE.LinearFilter,
-		format: THREE.RGBFormat,
-		name: "SMAAPass.edges"
+		format: THREE.RGBFormat
 	} );
+	this.edgesRT.texture.name = "SMAAPass.edges";
 
 	this.weightsRT = new THREE.WebGLRenderTarget( width, height, {
 		depthBuffer: false,
 		stencilBuffer: false,
 		generateMipmaps: false,
 		minFilter: THREE.LinearFilter,
-		format: THREE.RGBAFormat,
-		name: "SMAAPass.weights"
+		format: THREE.RGBAFormat
 	} );
+	this.weightsRT.texture.name = "SMAAPass.weights";
 
 	// textures
 

+ 20 - 9
examples/js/postprocessing/SSAARenderPass.js

@@ -52,7 +52,7 @@ THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.protot
 
 	constructor: THREE.SSAARenderPass,
 
-	dispose: function() {
+	dispose: function () {
 
 		if ( this.sampleRenderTarget ) {
 
@@ -69,12 +69,12 @@ THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.protot
 
 	},
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer ) {
 
 		if ( ! this.sampleRenderTarget ) {
 
-			this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height,
-				{ minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, name: "SSAARenderPass.sample" } );
+			this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
+			this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
 
 		}
 
@@ -95,29 +95,40 @@ THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.protot
 		// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
 		for ( var i = 0; i < jitterOffsets.length; i ++ ) {
 
-			var jitterOffset = jitterOffsets[i];
+			var jitterOffset = jitterOffsets[ i ];
+
 			if ( this.camera.setViewOffset ) {
+
 				this.camera.setViewOffset( width, height,
 					jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625,   // 0.0625 = 1 / 16
 					width, height );
+
 			}
 
 			var sampleWeight = baseSampleWeight;
-			if( this.unbiased ) {
+
+			if ( this.unbiased ) {
+
 				// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
 				// The following equation varies the sampleWeight per sample so that it is uniformly distributed
 				// across a range of values whose rounding errors cancel each other out.
-				var uniformCenteredDistribution = ( -0.5 + ( i + 0.5 ) / jitterOffsets.length );
+
+				var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
 				sampleWeight += roundingRange * uniformCenteredDistribution;
+
 			}
 
 			this.copyUniforms[ "opacity" ].value = sampleWeight;
 			renderer.setClearColor( this.clearColor, this.clearAlpha );
 			renderer.render( this.scene, this.camera, this.sampleRenderTarget, true );
-			if (i === 0) {
+
+			if ( i === 0 ) {
+
 				renderer.setClearColor( 0x000000, 0.0 );
+
 			}
-			renderer.render( this.scene2, this.camera2, this.renderToScreen ? null : writeBuffer, (i === 0) );
+
+			renderer.render( this.scene2, this.camera2, this.renderToScreen ? null : writeBuffer, ( i === 0 ) );
 
 		}
 

+ 4 - 4
examples/js/postprocessing/SavePass.js

@@ -27,15 +27,15 @@ THREE.SavePass = function ( renderTarget ) {
 
 	if ( this.renderTarget === undefined ) {
 
-		this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false, name: "SavePass.rt" };
-		this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
+		this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false } );
+		this.renderTarget.texture.name = "SavePass.rt";
 
 	}
 
 	this.needsSwap = false;
 
 	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
-	this.scene  = new THREE.Scene();
+	this.scene = new THREE.Scene();
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad.frustumCulled = false; // Avoid getting clipped
@@ -47,7 +47,7 @@ THREE.SavePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
 
 	constructor: THREE.SavePass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer ) {
 
 		if ( this.uniforms[ this.textureID ] ) {
 

+ 23 - 13
examples/js/postprocessing/TAARenderPass.js

@@ -35,12 +35,12 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 
 	render: function ( renderer, writeBuffer, readBuffer, delta ) {
 
-		if( ! this.accumulate ) {
+		if ( ! this.accumulate ) {
 
-				THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta );
+			THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta );
 
-				this.accumulateIndex = -1;
-				return;
+			this.accumulateIndex = - 1;
+			return;
 
 		}
 
@@ -60,11 +60,11 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 
 		}
 
-		if( this.accumulate && this.accumulateIndex === -1 ) {
+		if ( this.accumulate && this.accumulateIndex === - 1 ) {
 
-				THREE.SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, delta );
+			THREE.SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, delta );
 
-				this.accumulateIndex = 0;
+			this.accumulateIndex = 0;
 
 		}
 
@@ -73,7 +73,7 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 
 		var sampleWeight = 1.0 / ( jitterOffsets.length );
 
-		if( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
+		if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
 
 			this.copyUniforms[ "opacity" ].value = sampleWeight;
 			this.copyUniforms[ "tDiffuse" ].value = writeBuffer.texture;
@@ -83,18 +83,23 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 			for ( var i = 0; i < numSamplesPerFrame; i ++ ) {
 
 				var j = this.accumulateIndex;
-				var jitterOffset = jitterOffsets[j];
+				var jitterOffset = jitterOffsets[ j ];
+
 				if ( this.camera.setViewOffset ) {
+
 					this.camera.setViewOffset( readBuffer.width, readBuffer.height,
 						jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625,   // 0.0625 = 1 / 16
 						readBuffer.width, readBuffer.height );
+
 				}
 
 				renderer.render( this.scene, this.camera, writeBuffer, true );
 				renderer.render( this.scene2, this.camera2, this.sampleRenderTarget, ( this.accumulateIndex === 0 ) );
 
 				this.accumulateIndex ++;
-				if( this.accumulateIndex >= jitterOffsets.length ) break;
+
+				if ( this.accumulateIndex >= jitterOffsets.length ) break;
+
 			}
 
 			if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
@@ -103,19 +108,24 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 
 		var accumulationWeight = this.accumulateIndex * sampleWeight;
 
-		if( accumulationWeight > 0 ) {
+		if ( accumulationWeight > 0 ) {
+
 			this.copyUniforms[ "opacity" ].value = 1.0;
 			this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
 			renderer.render( this.scene2, this.camera2, writeBuffer, true );
+
 		}
-		if( accumulationWeight < 1.0 ) {
+
+		if ( accumulationWeight < 1.0 ) {
+
 			this.copyUniforms[ "opacity" ].value = 1.0 - accumulationWeight;
 			this.copyUniforms[ "tDiffuse" ].value = this.holdRenderTarget.texture;
 			renderer.render( this.scene2, this.camera2, writeBuffer, ( accumulationWeight === 0 ) );
+
 		}
 
 		renderer.autoClear = autoClear;
 
 	}
 
-});
+} );

+ 2 - 1
examples/webgl_postprocessing_ssao.html

@@ -178,8 +178,9 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
 				depthMaterial.depthPacking = THREE.RGBADepthPacking;
 				depthMaterial.blending = THREE.NoBlending;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, name: "SSAOShader.rt" };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
 				depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
+				depthRenderTarget.texture.name = "SSAOShader.rt";
 
 				// Setup SSAO pass
 				ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );

+ 2 - 1
src/cameras/CubeCamera.js

@@ -49,9 +49,10 @@ function CubeCamera( near, far, cubeResolution ) {
 	cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
 	this.add( cameraNZ );
 
-	var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter, name: "cubeCamera" };
+	var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
 
 	this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
+	this.renderTarget.texture.name = "CubeCamera";
 
 	this.updateCubeMap = function ( renderer, scene ) {
 

+ 5 - 4
src/renderers/webgl/WebGLShadowMap.js

@@ -187,9 +187,10 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 
 			if ( shadow.map === null ) {
 
-				var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, name: ( light.name + ".shadowMap" ) };
+				var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
 
 				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
+				shadow.map.texture.name = light.name + ".shadowMap";
 
 				shadowCamera.updateProjectionMatrix();
 
@@ -202,7 +203,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 			}
 
 			// TODO (abelnation / sam-g-steel): is this needed?
-			if (shadow && shadow.isRectAreaLightShadow ) {
+			if ( shadow && shadow.isRectAreaLightShadow ) {
 
 				shadow.update( light );
 
@@ -307,8 +308,8 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
 		}
 
 		// Restore GL state.
-		var clearColor = _renderer.getClearColor(),
-		clearAlpha = _renderer.getClearAlpha();
+		var clearColor = _renderer.getClearColor();
+		var clearAlpha = _renderer.getClearAlpha();
 		_renderer.setClearColor( clearColor, clearAlpha );
 
 		scope.needsUpdate = false;