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node modularize

Garrett Johnson 4 ani în urmă
părinte
comite
7a68f02ff4

+ 3 - 3
examples/jsm/postprocessing/BokehPass.js

@@ -77,7 +77,7 @@ var BokehPass = function ( scene, camera, params ) {
 
 	this.fsQuad = new Pass.FullScreenQuad( this.materialBokeh );
 
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 
 };
 
@@ -91,7 +91,7 @@ BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		this.scene.overrideMaterial = this.materialDepth;
 
-		renderer.getClearColor( this.oldClearColor );
+		renderer.getClearColor( this._oldClearColor );
 		var oldClearAlpha = renderer.getClearAlpha();
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;
@@ -122,7 +122,7 @@ BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		}
 
 		this.scene.overrideMaterial = null;
-		renderer.setClearColor( this.oldClearColor );
+		renderer.setClearColor( this._oldClearColor );
 		renderer.setClearAlpha( oldClearAlpha );
 		renderer.autoClear = oldAutoClear;
 

+ 3 - 3
examples/jsm/postprocessing/ClearPass.js

@@ -11,7 +11,7 @@ var ClearPass = function ( clearColor, clearAlpha ) {
 
 	this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
 	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 
 };
 
@@ -25,7 +25,7 @@ ClearPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		if ( this.clearColor ) {
 
-			renderer.getClearColor( this.oldClearColor );
+			renderer.getClearColor( this._oldClearColor );
 			oldClearAlpha = renderer.getClearAlpha();
 
 			renderer.setClearColor( this.clearColor, this.clearAlpha );
@@ -37,7 +37,7 @@ ClearPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		if ( this.clearColor ) {
 
-			renderer.setClearColor( this.oldClearColor, oldClearAlpha );
+			renderer.setClearColor( this._oldClearColor, oldClearAlpha );
 
 		}
 

+ 3 - 3
examples/jsm/postprocessing/OutlinePass.js

@@ -116,7 +116,7 @@ var OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
 	this.enabled = true;
 	this.needsSwap = false;
 
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 	this.oldClearAlpha = 1;
 
 	this.fsQuad = new Pass.FullScreenQuad( null );
@@ -296,7 +296,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		if ( this.selectedObjects.length > 0 ) {
 
-			renderer.getClearColor( this.oldClearColor );
+			renderer.getClearColor( this._oldClearColor );
 			this.oldClearAlpha = renderer.getClearAlpha();
 			var oldAutoClear = renderer.autoClear;
 
@@ -411,7 +411,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
 			renderer.setRenderTarget( readBuffer );
 			this.fsQuad.render( renderer );
 
-			renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
+			renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
 			renderer.autoClear = oldAutoClear;
 
 		}

+ 3 - 3
examples/jsm/postprocessing/RenderPass.js

@@ -18,7 +18,7 @@ var RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAl
 	this.clear = true;
 	this.clearDepth = false;
 	this.needsSwap = false;
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 
 };
 
@@ -43,7 +43,7 @@ RenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		if ( this.clearColor ) {
 
-			renderer.getClearColor( this.oldClearColor );
+			renderer.getClearColor( this._oldClearColor );
 			oldClearAlpha = renderer.getClearAlpha();
 
 			renderer.setClearColor( this.clearColor, this.clearAlpha );
@@ -64,7 +64,7 @@ RenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		if ( this.clearColor ) {
 
-			renderer.setClearColor( this.oldClearColor, oldClearAlpha );
+			renderer.setClearColor( this._oldClearColor, oldClearAlpha );
 
 		}
 

+ 3 - 3
examples/jsm/postprocessing/SAOPass.js

@@ -44,7 +44,7 @@ var SAOPass = function ( scene, camera, depthTexture, useNormals, resolution ) {
 	this.supportsNormalTexture = ( useNormals !== undefined ) ? useNormals : false;
 
 	this.originalClearColor = new Color();
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 	this.oldClearAlpha = 1;
 
 	this.params = {
@@ -220,7 +220,7 @@ SAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		}
 
-		renderer.getClearColor( this.oldClearColor );
+		renderer.getClearColor( this._oldClearColor );
 		this.oldClearAlpha = renderer.getClearAlpha();
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;
@@ -331,7 +331,7 @@ SAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		// Rendering SAOPass result on top of previous pass
 		this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );
 
-		renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
+		renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
 		renderer.autoClear = oldAutoClear;
 
 	},

+ 3 - 3
examples/jsm/postprocessing/SSAARenderPass.js

@@ -33,7 +33,7 @@ var SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
 	// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
 	this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
 	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 
 	if ( CopyShader === undefined ) console.error( "SSAARenderPass relies on CopyShader" );
 
@@ -90,7 +90,7 @@ SSAARenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		var autoClear = renderer.autoClear;
 		renderer.autoClear = false;
 
-		renderer.getClearColor( this.oldClearColor );
+		renderer.getClearColor( this._oldClearColor );
 		var oldClearAlpha = renderer.getClearAlpha();
 
 		var baseSampleWeight = 1.0 / jitterOffsets.length;
@@ -147,7 +147,7 @@ SSAARenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
 
 		renderer.autoClear = autoClear;
-		renderer.setClearColor( this.oldClearColor, oldClearAlpha );
+		renderer.setClearColor( this._oldClearColor, oldClearAlpha );
 
 	}
 

+ 3 - 3
examples/jsm/postprocessing/UnrealBloomPass.js

@@ -147,7 +147,7 @@ var UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
 	this.enabled = true;
 	this.needsSwap = false;
 
-	this.oldClearColor = new Color();
+	this._oldClearColor = new Color();
 	this.oldClearAlpha = 1;
 
 	this.basic = new MeshBasicMaterial();
@@ -201,7 +201,7 @@ UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
-		renderer.getClearColor( this.oldClearColor );
+		renderer.getClearColor( this._oldClearColor );
 		this.oldClearAlpha = renderer.getClearAlpha();
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;
@@ -289,7 +289,7 @@ UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		// Restore renderer settings
 
-		renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
+		renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
 		renderer.autoClear = oldAutoClear;
 
 	},