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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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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