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Merge pull request #15655 from Oletus/postprocessing-name-deltaTime

Rename delta to deltaTime in postprocessing passes
Mr.doob 6 년 전
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커밋
b185e8b2af

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

@@ -130,7 +130,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
 
 	constructor: THREE.AdaptiveToneMappingPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		if ( this.needsInit ) {
 
@@ -153,7 +153,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
 			//Use the new luminance values, the previous luminance and the frame delta to
 			//adapt the luminance over time.
 			this.quad.material = this.materialAdaptiveLum;
-			this.materialAdaptiveLum.uniforms.delta.value = delta;
+			this.materialAdaptiveLum.uniforms.delta.value = deltaTime;
 			this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
 			this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
 			renderer.render( this.scene, this.camera, this.luminanceRT );

+ 1 - 1
examples/js/postprocessing/BloomPass.js

@@ -80,7 +80,7 @@ THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
 
 	constructor: THREE.BloomPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
 

+ 1 - 1
examples/js/postprocessing/BokehPass.js

@@ -82,7 +82,7 @@ THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
 
 	constructor: THREE.BokehPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		this.quad2.material = this.materialBokeh;
 

+ 1 - 1
examples/js/postprocessing/ClearPass.js

@@ -17,7 +17,7 @@ THREE.ClearPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
 
 	constructor: THREE.ClearPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		var oldClearColor, oldClearAlpha;
 

+ 1 - 1
examples/js/postprocessing/CubeTexturePass.js

@@ -36,7 +36,7 @@ THREE.CubeTexturePass.prototype = Object.assign( Object.create( THREE.Pass.proto
 
 	constructor: THREE.CubeTexturePass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;

+ 1 - 1
examples/js/postprocessing/DotScreenPass.js

@@ -38,7 +38,7 @@ THREE.DotScreenPass.prototype = Object.assign( Object.create( THREE.Pass.prototy
 
 	constructor: THREE.DotScreenPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
 		this.uniforms[ "tSize" ].value.set( readBuffer.width, readBuffer.height );

+ 13 - 4
examples/js/postprocessing/EffectComposer.js

@@ -46,6 +46,8 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
 
 	this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
 
+	this.previousFrameTime = Date.now();
+
 };
 
 Object.assign( THREE.EffectComposer.prototype, {
@@ -73,7 +75,14 @@ Object.assign( THREE.EffectComposer.prototype, {
 
 	},
 
-	render: function ( delta ) {
+	// deltaTime value is in seconds.
+	render: function ( deltaTime ) {
+
+		if ( deltaTime == undefined )
+		{
+			deltaTime = (Date.now() - this.previousFrameTime) * 0.001;
+		}
+		this.previousFrameTime = Date.now();
 
 		var maskActive = false;
 
@@ -85,7 +94,7 @@ Object.assign( THREE.EffectComposer.prototype, {
 
 			if ( pass.enabled === false ) continue;
 
-			pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
+			pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
 
 			if ( pass.needsSwap ) {
 
@@ -95,7 +104,7 @@ Object.assign( THREE.EffectComposer.prototype, {
 
 					context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
 
-					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
+					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
 
 					context.stencilFunc( context.EQUAL, 1, 0xffffffff );
 
@@ -180,7 +189,7 @@ Object.assign( THREE.Pass.prototype, {
 
 	setSize: function ( width, height ) {},
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
 

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

@@ -39,10 +39,10 @@ THREE.FilmPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
 
 	constructor: THREE.FilmPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
-		this.uniforms[ "time" ].value += delta;
+		this.uniforms[ "time" ].value += deltaTime;
 
 		this.quad.material = this.material;
 

+ 1 - 1
examples/js/postprocessing/GlitchPass.js

@@ -40,7 +40,7 @@ THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 
 	constructor: THREE.GlitchPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
 		this.uniforms[ 'seed' ].value = Math.random();//default seeding

+ 1 - 1
examples/js/postprocessing/HalftonePass.js

@@ -48,7 +48,7 @@ THREE.HalftonePass = function ( width, height, params ) {
 
 	constructor: THREE.HalftonePass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
  		this.material.uniforms[ "tDiffuse" ].value = readBuffer.texture;
  		this.quad.material = this.material;

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

@@ -20,7 +20,7 @@ THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
 
 	constructor: THREE.MaskPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		var context = renderer.context;
 		var state = renderer.state;
@@ -88,7 +88,7 @@ THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );
 
 Object.assign( THREE.ClearMaskPass.prototype, {
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		renderer.state.buffers.stencil.setTest( false );
 

+ 1 - 1
examples/js/postprocessing/OutlinePass.js

@@ -255,7 +255,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 
 	},
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		if ( this.selectedObjects.length > 0 ) {
 

+ 1 - 1
examples/js/postprocessing/RenderPass.js

@@ -24,7 +24,7 @@ THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 
 	constructor: THREE.RenderPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;

+ 1 - 1
examples/js/postprocessing/SAOPass.js

@@ -178,7 +178,7 @@ THREE.SAOPass.OUTPUT = {
 THREE.SAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
 	constructor: THREE.SAOPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		// Rendering readBuffer first when rendering to screen
 		if ( this.renderToScreen ) {

+ 1 - 1
examples/js/postprocessing/SMAAPass.js

@@ -120,7 +120,7 @@ THREE.SMAAPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
 
 	constructor: THREE.SMAAPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		// pass 1
 

+ 1 - 1
examples/js/postprocessing/SSAOPass.js

@@ -173,7 +173,7 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
 
 	},
 
-	render: function ( renderer, writeBuffer /*, readBuffer, delta, maskActive */ ) {
+	render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
 
 		// render beauty and depth
 

+ 1 - 1
examples/js/postprocessing/ShaderPass.js

@@ -42,7 +42,7 @@ THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 
 	constructor: THREE.ShaderPass,
 
-	render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		if ( this.uniforms[ this.textureID ] ) {
 

+ 3 - 3
examples/js/postprocessing/TAARenderPass.js

@@ -33,11 +33,11 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 
 	constructor: THREE.TAARenderPass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime ) {
 
 		if ( ! this.accumulate ) {
 
-			THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta );
+			THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, deltaTime );
 
 			this.accumulateIndex = - 1;
 			return;
@@ -62,7 +62,7 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa
 
 		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, deltaTime );
 
 			this.accumulateIndex = 0;
 

+ 1 - 1
examples/js/postprocessing/TexturePass.js

@@ -41,7 +41,7 @@ THREE.TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 
 	constructor: THREE.TexturePass,
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		var oldAutoClear = renderer.autoClear;
 		renderer.autoClear = false;

+ 1 - 1
examples/js/postprocessing/UnrealBloomPass.js

@@ -185,7 +185,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
 
 	},
 
-	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
 		this.oldClearColor.copy( renderer.getClearColor() );
 		this.oldClearAlpha = renderer.getClearAlpha();