threepipe
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A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.
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JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
import { ExtendedShaderMaterial } from '../core';
import { uiToggle } from 'uiconfig.js';
import { onChange2, serialize } from 'ts-browser-helpers';
export class ExtendedShaderPass extends ShaderPass {
constructor(shader, ...textureID) {
super(shader.isMaterial ? shader : new ExtendedShaderMaterial(shader, textureID), textureID.length < 1 ? ExtendedShaderPass.DEFAULT_TEX_ID : textureID[0]);
this.overrideReadBuffer = null;
this.isExtendedShaderPass = true;
// private _textureIDs: string[]
this.enabled = true;
this.onDirty = [];
this.setDirty = this.setDirty.bind(this);
}
// writes to writeBuffer
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
if (!this.enabled)
return;
renderer.renderWithModes({
backgroundRender: false,
}, () => {
// @ts-expect-error todo fix render target ts?
super.render(renderer, writeBuffer || null, this.overrideReadBuffer || readBuffer, deltaTime, maskActive);
});
}
/**
* to be called from beforeRender or onObjectRender or similar.
* @param updater
*/
updateShaderProperties(updater) {
if (!updater)
return;
if (!Array.isArray(updater))
updater = [updater];
updater.forEach(value => value?.updateShaderProperties(this.material));
}
dispose() {
this.material?.dispose?.();
this.fsQuad?.dispose?.();
this.onDirty = [];
}
setDirty() {
if (this.material)
this.material.needsUpdate = true; // do this when material defines etc are changed
this.onDirty?.forEach(v => v());
}
// legacy
/**
* @deprecated renamed to {@link isExtendedShaderPass}
*/
get isShaderPass2() {
console.error('isShaderPass2 is deprecated, use isExtendedShaderPass instead');
return true;
}
}
ExtendedShaderPass.DEFAULT_TEX_ID = 'tDiffuse';
__decorate([
uiToggle('Enabled'),
serialize(),
onChange2(ExtendedShaderPass.prototype.setDirty)
], ExtendedShaderPass.prototype, "enabled", void 0);
/**
* @deprecated renamed to {@link ExtendedShaderPass}
*/
export class ShaderPass2 extends ExtendedShaderPass {
constructor(shader, ...textureID) {
console.error('ShaderPass2 is renamed to ExtendedShaderPass');
super(shader, ...textureID);
}
}
//# sourceMappingURL=ExtendedShaderPass.js.map