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fix/ai-mob
...
integratio
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@@ -53,7 +53,8 @@ std::map<gd::String, gd::PropertyDescriptor> CustomConfigurationHelper::GetPrope
|
||||
if (configurationContent.HasChild(propertyName)) {
|
||||
if (propertyType == "String" || propertyType == "Choice" ||
|
||||
propertyType == "Color" || propertyType == "Behavior" ||
|
||||
propertyType == "Resource" || propertyType == "LeaderboardId") {
|
||||
propertyType == "Resource" || propertyType == "LeaderboardId" ||
|
||||
propertyType == "AnimationName") {
|
||||
newProperty.SetValue(
|
||||
configurationContent.GetChild(propertyName).GetStringValue());
|
||||
} else if (propertyType == "Number") {
|
||||
@@ -89,7 +90,8 @@ bool CustomConfigurationHelper::UpdateProperty(
|
||||
|
||||
if (propertyType == "String" || propertyType == "Choice" ||
|
||||
propertyType == "Color" || propertyType == "Behavior" ||
|
||||
propertyType == "Resource" || propertyType == "LeaderboardId") {
|
||||
propertyType == "Resource" || propertyType == "LeaderboardId" ||
|
||||
propertyType == "AnimationName") {
|
||||
element.SetStringValue(newValue);
|
||||
} else if (propertyType == "Number") {
|
||||
element.SetDoubleValue(newValue.To<double>());
|
||||
|
97
Extensions/3D/BokehShader2.ts
Normal file
97
Extensions/3D/BokehShader2.ts
Normal file
@@ -0,0 +1,97 @@
|
||||
namespace gdjs {
|
||||
interface DepthOfFieldFilterNetworkSyncData {
|
||||
b: number;
|
||||
c: number;
|
||||
}
|
||||
gdjs.PixiFiltersTools.registerFilterCreator(
|
||||
'Scene3D::DepthOfField',
|
||||
new (class implements gdjs.PixiFiltersTools.FilterCreator {
|
||||
makeFilter(
|
||||
target: EffectsTarget,
|
||||
effectData: EffectData
|
||||
): gdjs.PixiFiltersTools.Filter {
|
||||
if (typeof THREE === 'undefined') {
|
||||
return new gdjs.PixiFiltersTools.EmptyFilter();
|
||||
}
|
||||
console.log("Donne moi une info !!");
|
||||
return new (class implements gdjs.PixiFiltersTools.Filter {
|
||||
shaderPass: THREE_ADDONS.ShaderPass;
|
||||
_isEnabled: boolean;
|
||||
|
||||
constructor() {
|
||||
this.shaderPass = new THREE_ADDONS.ShaderPass(
|
||||
THREE_ADDONS.BokehDepthShader
|
||||
);
|
||||
console.log(THREE_ADDONS);
|
||||
this._isEnabled = false;
|
||||
}
|
||||
|
||||
isEnabled(target: EffectsTarget): boolean {
|
||||
return this._isEnabled;
|
||||
}
|
||||
setEnabled(target: EffectsTarget, enabled: boolean): boolean {
|
||||
if (this._isEnabled === enabled) {
|
||||
return true;
|
||||
}
|
||||
if (enabled) {
|
||||
return this.applyEffect(target);
|
||||
} else {
|
||||
return this.removeEffect(target);
|
||||
}
|
||||
}
|
||||
applyEffect(target: EffectsTarget): boolean {
|
||||
if (!(target instanceof gdjs.Layer)) {
|
||||
return false;
|
||||
}
|
||||
target.getRenderer().addPostProcessingPass(this.shaderPass);
|
||||
this._isEnabled = true;
|
||||
return true;
|
||||
}
|
||||
removeEffect(target: EffectsTarget): boolean {
|
||||
if (!(target instanceof gdjs.Layer)) {
|
||||
return false;
|
||||
}
|
||||
target.getRenderer().removePostProcessingPass(this.shaderPass);
|
||||
this._isEnabled = false;
|
||||
return true;
|
||||
}
|
||||
updatePreRender(target: gdjs.EffectsTarget): any {}
|
||||
updateDoubleParameter(parameterName: string, value: number): void {
|
||||
if (parameterName === 'brightness') {
|
||||
this.shaderPass.uniforms[parameterName].value = value;
|
||||
}
|
||||
if (parameterName === 'contrast') {
|
||||
this.shaderPass.uniforms[parameterName].value = value;
|
||||
}
|
||||
}
|
||||
getDoubleParameter(parameterName: string): number {
|
||||
if (parameterName === 'brightness') {
|
||||
return this.shaderPass.uniforms[parameterName].value;
|
||||
}
|
||||
if (parameterName === 'contrast') {
|
||||
return this.shaderPass.uniforms[parameterName].value;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
updateStringParameter(parameterName: string, value: string): void {}
|
||||
updateColorParameter(parameterName: string, value: number): void {}
|
||||
getColorParameter(parameterName: string): number {
|
||||
return 0;
|
||||
}
|
||||
updateBooleanParameter(parameterName: string, value: boolean): void {}
|
||||
getNetworkSyncData(): DepthOfFieldFilterNetworkSyncData {
|
||||
return {
|
||||
b: this.shaderPass.uniforms.brightness.value,
|
||||
c: this.shaderPass.uniforms.contrast.value,
|
||||
};
|
||||
}
|
||||
updateFromNetworkSyncData(
|
||||
data: DepthOfFieldFilterNetworkSyncData
|
||||
) {
|
||||
}
|
||||
})();
|
||||
}
|
||||
})()
|
||||
);
|
||||
}
|
||||
|
@@ -1983,6 +1983,16 @@ module.exports = {
|
||||
.setLabel(_('Threshold (between 0 and 1)'))
|
||||
.setType('number');
|
||||
}
|
||||
{
|
||||
const effect = extension
|
||||
.addEffect('DepthOfField')
|
||||
.setFullName(_('DepthOfField'))
|
||||
.setDescription(_('Apply a depth-of-field effect.'))
|
||||
.markAsNotWorkingForObjects()
|
||||
.markAsOnlyWorkingFor3D()
|
||||
.addIncludeFile('Extensions/3D/BokehShader2.js');
|
||||
const properties = effect.getProperties();
|
||||
}
|
||||
{
|
||||
const effect = extension
|
||||
.addEffect('BrightnessAndContrast')
|
||||
|
File diff suppressed because one or more lines are too long
2
GDJS/Runtime/types/global-three-addons.d.ts
vendored
2
GDJS/Runtime/types/global-three-addons.d.ts
vendored
@@ -13,6 +13,7 @@ import { BrightnessContrastShader } from 'three/examples/jsm/shaders/BrightnessC
|
||||
import { ColorCorrectionShader } from 'three/examples/jsm/shaders/ColorCorrectionShader';
|
||||
import { HueSaturationShader } from 'three/examples/jsm/shaders/HueSaturationShader';
|
||||
import { ExposureShader } from 'three/examples/jsm/shaders/ExposureShader';
|
||||
import { BokehShader } from 'three/examples/jsm/shaders/BokehShader2';
|
||||
|
||||
declare global {
|
||||
namespace THREE_ADDONS {
|
||||
@@ -32,6 +33,7 @@ declare global {
|
||||
ColorCorrectionShader,
|
||||
HueSaturationShader,
|
||||
ExposureShader,
|
||||
BokehShader,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@@ -833,6 +833,7 @@ interface ObjectConfiguration {
|
||||
void UnserializeFrom([Ref] Project project, [Const, Ref] SerializerElement element);
|
||||
|
||||
unsigned long GetAnimationsCount();
|
||||
[Const, Ref] DOMString GetAnimationName(unsigned long index);
|
||||
};
|
||||
|
||||
interface UniquePtrObjectConfiguration {
|
||||
|
@@ -12,6 +12,7 @@ declare class gdObjectConfiguration {
|
||||
serializeTo(element: gdSerializerElement): void;
|
||||
unserializeFrom(project: gdProject, element: gdSerializerElement): void;
|
||||
getAnimationsCount(): number;
|
||||
getAnimationName(index: number): string;
|
||||
delete(): void;
|
||||
ptr: number;
|
||||
};
|
397
SharedLibs/ThreeAddons/src/examples/jsm/shaders/BokehShader2.js
Normal file
397
SharedLibs/ThreeAddons/src/examples/jsm/shaders/BokehShader2.js
Normal file
@@ -0,0 +1,397 @@
|
||||
import {
|
||||
Vector2
|
||||
} from 'three';
|
||||
|
||||
/**
|
||||
* Depth-of-field shader with bokeh
|
||||
* ported from GLSL shader by Martins Upitis
|
||||
* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
|
||||
*
|
||||
* Requires #define RINGS and SAMPLES integers
|
||||
*/
|
||||
const BokehShader = {
|
||||
|
||||
name: 'BokehShader',
|
||||
|
||||
uniforms: {
|
||||
|
||||
'textureWidth': { value: 1.0 },
|
||||
'textureHeight': { value: 1.0 },
|
||||
|
||||
'focalDepth': { value: 1.0 },
|
||||
'focalLength': { value: 24.0 },
|
||||
'fstop': { value: 0.9 },
|
||||
|
||||
'tColor': { value: null },
|
||||
'tDepth': { value: null },
|
||||
|
||||
'maxblur': { value: 1.0 },
|
||||
|
||||
'showFocus': { value: 0 },
|
||||
'manualdof': { value: 0 },
|
||||
'vignetting': { value: 0 },
|
||||
'depthblur': { value: 0 },
|
||||
|
||||
'threshold': { value: 0.5 },
|
||||
'gain': { value: 0.0 },
|
||||
'bias': { value: 0.5 },
|
||||
'fringe': { value: 0.7 },
|
||||
|
||||
'znear': { value: 0.1 },
|
||||
'zfar': { value: 100 },
|
||||
|
||||
'noise': { value: 1 },
|
||||
'dithering': { value: 0.0001 },
|
||||
'pentagon': { value: 0 },
|
||||
|
||||
'shaderFocus': { value: 1 },
|
||||
'focusCoords': { value: new Vector2() }
|
||||
|
||||
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
#include <common>
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
uniform sampler2D tColor;
|
||||
uniform sampler2D tDepth;
|
||||
uniform float textureWidth;
|
||||
uniform float textureHeight;
|
||||
|
||||
uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
|
||||
uniform float focalLength; //focal length in mm
|
||||
uniform float fstop; //f-stop value
|
||||
uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
|
||||
|
||||
/*
|
||||
make sure that these two values are the same for your camera, otherwise distances will be wrong.
|
||||
*/
|
||||
|
||||
uniform float znear; // camera clipping start
|
||||
uniform float zfar; // camera clipping end
|
||||
|
||||
//------------------------------------------
|
||||
//user variables
|
||||
|
||||
const int samples = SAMPLES; //samples on the first ring
|
||||
const int rings = RINGS; //ring count
|
||||
|
||||
const int maxringsamples = rings * samples;
|
||||
|
||||
uniform bool manualdof; // manual dof calculation
|
||||
float ndofstart = 1.0; // near dof blur start
|
||||
float ndofdist = 2.0; // near dof blur falloff distance
|
||||
float fdofstart = 1.0; // far dof blur start
|
||||
float fdofdist = 3.0; // far dof blur falloff distance
|
||||
|
||||
float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
|
||||
|
||||
uniform bool vignetting; // use optical lens vignetting
|
||||
|
||||
float vignout = 1.3; // vignetting outer border
|
||||
float vignin = 0.0; // vignetting inner border
|
||||
float vignfade = 22.0; // f-stops till vignete fades
|
||||
|
||||
uniform bool shaderFocus;
|
||||
// disable if you use external focalDepth value
|
||||
|
||||
uniform vec2 focusCoords;
|
||||
// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
|
||||
// if center of screen use vec2(0.5, 0.5);
|
||||
|
||||
uniform float maxblur;
|
||||
//clamp value of max blur (0.0 = no blur, 1.0 default)
|
||||
|
||||
uniform float threshold; // highlight threshold;
|
||||
uniform float gain; // highlight gain;
|
||||
|
||||
uniform float bias; // bokeh edge bias
|
||||
uniform float fringe; // bokeh chromatic aberration / fringing
|
||||
|
||||
uniform bool noise; //use noise instead of pattern for sample dithering
|
||||
|
||||
uniform float dithering;
|
||||
|
||||
uniform bool depthblur; // blur the depth buffer
|
||||
float dbsize = 1.25; // depth blur size
|
||||
|
||||
/*
|
||||
next part is experimental
|
||||
not looking good with small sample and ring count
|
||||
looks okay starting from samples = 4, rings = 4
|
||||
*/
|
||||
|
||||
uniform bool pentagon; //use pentagon as bokeh shape?
|
||||
float feather = 0.4; //pentagon shape feather
|
||||
|
||||
//------------------------------------------
|
||||
|
||||
float penta(vec2 coords) {
|
||||
//pentagonal shape
|
||||
float scale = float(rings) - 1.3;
|
||||
vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
|
||||
vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
|
||||
vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
|
||||
vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
|
||||
vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
|
||||
|
||||
vec4 one = vec4( 1.0 );
|
||||
|
||||
vec4 P = vec4((coords),vec2(scale, scale));
|
||||
|
||||
vec4 dist = vec4(0.0);
|
||||
float inorout = -4.0;
|
||||
|
||||
dist.x = dot( P, HS0 );
|
||||
dist.y = dot( P, HS1 );
|
||||
dist.z = dot( P, HS2 );
|
||||
dist.w = dot( P, HS3 );
|
||||
|
||||
dist = smoothstep( -feather, feather, dist );
|
||||
|
||||
inorout += dot( dist, one );
|
||||
|
||||
dist.x = dot( P, HS4 );
|
||||
dist.y = HS5.w - abs( P.z );
|
||||
|
||||
dist = smoothstep( -feather, feather, dist );
|
||||
inorout += dist.x;
|
||||
|
||||
return clamp( inorout, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
float bdepth(vec2 coords) {
|
||||
// Depth buffer blur
|
||||
float d = 0.0;
|
||||
float kernel[9];
|
||||
vec2 offset[9];
|
||||
|
||||
vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
|
||||
|
||||
offset[0] = vec2(-wh.x,-wh.y);
|
||||
offset[1] = vec2( 0.0, -wh.y);
|
||||
offset[2] = vec2( wh.x -wh.y);
|
||||
|
||||
offset[3] = vec2(-wh.x, 0.0);
|
||||
offset[4] = vec2( 0.0, 0.0);
|
||||
offset[5] = vec2( wh.x, 0.0);
|
||||
|
||||
offset[6] = vec2(-wh.x, wh.y);
|
||||
offset[7] = vec2( 0.0, wh.y);
|
||||
offset[8] = vec2( wh.x, wh.y);
|
||||
|
||||
kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
|
||||
kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
|
||||
kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
|
||||
|
||||
|
||||
for( int i=0; i<9; i++ ) {
|
||||
float tmp = texture2D(tDepth, coords + offset[i]).r;
|
||||
d += tmp * kernel[i];
|
||||
}
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
|
||||
vec3 color(vec2 coords,float blur) {
|
||||
//processing the sample
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
|
||||
|
||||
col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
|
||||
col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
|
||||
col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
|
||||
|
||||
vec3 lumcoeff = vec3(0.299,0.587,0.114);
|
||||
float lum = dot(col.rgb, lumcoeff);
|
||||
float thresh = max((lum-threshold)*gain, 0.0);
|
||||
return col+mix(vec3(0.0),col,thresh*blur);
|
||||
}
|
||||
|
||||
vec3 debugFocus(vec3 col, float blur, float depth) {
|
||||
float edge = 0.002*depth; //distance based edge smoothing
|
||||
float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
|
||||
float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
|
||||
|
||||
col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
|
||||
col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
float linearize(float depth) {
|
||||
return -zfar * znear / (depth * (zfar - znear) - zfar);
|
||||
}
|
||||
|
||||
float vignette() {
|
||||
float dist = distance(vUv.xy, vec2(0.5,0.5));
|
||||
dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
|
||||
return clamp(dist,0.0,1.0);
|
||||
}
|
||||
|
||||
float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
|
||||
float rings2 = float(rings);
|
||||
float step = PI*2.0 / float(ringsamples);
|
||||
float pw = cos(j*step)*i;
|
||||
float ph = sin(j*step)*i;
|
||||
float p = 1.0;
|
||||
if (pentagon) {
|
||||
p = penta(vec2(pw,ph));
|
||||
}
|
||||
col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
|
||||
return 1.0 * mix(1.0, i /rings2, bias) * p;
|
||||
}
|
||||
|
||||
void main() {
|
||||
//scene depth calculation
|
||||
|
||||
float depth = linearize(texture2D(tDepth,vUv.xy).x);
|
||||
|
||||
// Blur depth?
|
||||
if ( depthblur ) {
|
||||
depth = linearize(bdepth(vUv.xy));
|
||||
}
|
||||
|
||||
//focal plane calculation
|
||||
|
||||
float fDepth = focalDepth;
|
||||
|
||||
if (shaderFocus) {
|
||||
|
||||
fDepth = linearize(texture2D(tDepth,focusCoords).x);
|
||||
|
||||
}
|
||||
|
||||
// dof blur factor calculation
|
||||
|
||||
float blur = 0.0;
|
||||
|
||||
if (manualdof) {
|
||||
float a = depth-fDepth; // Focal plane
|
||||
float b = (a-fdofstart)/fdofdist; // Far DoF
|
||||
float c = (-a-ndofstart)/ndofdist; // Near Dof
|
||||
blur = (a>0.0) ? b : c;
|
||||
} else {
|
||||
float f = focalLength; // focal length in mm
|
||||
float d = fDepth*1000.0; // focal plane in mm
|
||||
float o = depth*1000.0; // depth in mm
|
||||
|
||||
float a = (o*f)/(o-f);
|
||||
float b = (d*f)/(d-f);
|
||||
float c = (d-f)/(d*fstop*CoC);
|
||||
|
||||
blur = abs(a-b)*c;
|
||||
}
|
||||
|
||||
blur = clamp(blur,0.0,1.0);
|
||||
|
||||
// calculation of pattern for dithering
|
||||
|
||||
vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
|
||||
|
||||
// getting blur x and y step factor
|
||||
|
||||
float w = (1.0/textureWidth)*blur*maxblur+noise.x;
|
||||
float h = (1.0/textureHeight)*blur*maxblur+noise.y;
|
||||
|
||||
// calculation of final color
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
|
||||
if(blur < 0.05) {
|
||||
//some optimization thingy
|
||||
col = texture2D(tColor, vUv.xy).rgb;
|
||||
} else {
|
||||
col = texture2D(tColor, vUv.xy).rgb;
|
||||
float s = 1.0;
|
||||
int ringsamples;
|
||||
|
||||
for (int i = 1; i <= rings; i++) {
|
||||
/*unboxstart*/
|
||||
ringsamples = i * samples;
|
||||
|
||||
for (int j = 0 ; j < maxringsamples ; j++) {
|
||||
if (j >= ringsamples) break;
|
||||
s += gather(float(i), float(j), ringsamples, col, w, h, blur);
|
||||
}
|
||||
/*unboxend*/
|
||||
}
|
||||
|
||||
col /= s; //divide by sample count
|
||||
}
|
||||
|
||||
if (showFocus) {
|
||||
col = debugFocus(col, blur, depth);
|
||||
}
|
||||
|
||||
if (vignetting) {
|
||||
col *= vignette();
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 1.0;
|
||||
|
||||
#include <tonemapping_fragment>
|
||||
#include <colorspace_fragment>
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
const BokehDepthShader = {
|
||||
|
||||
name: 'BokehDepthShader',
|
||||
|
||||
uniforms: {
|
||||
|
||||
'mNear': { value: 1.0 },
|
||||
'mFar': { value: 1000.0 },
|
||||
|
||||
},
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
|
||||
varying float vViewZDepth;
|
||||
|
||||
void main() {
|
||||
|
||||
#include <begin_vertex>
|
||||
#include <project_vertex>
|
||||
|
||||
vViewZDepth = - mvPosition.z;
|
||||
|
||||
}`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
uniform float mNear;
|
||||
uniform float mFar;
|
||||
|
||||
varying float vViewZDepth;
|
||||
|
||||
void main() {
|
||||
|
||||
float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
|
||||
gl_FragColor = vec4( vec3( color ), 1.0 );
|
||||
|
||||
}`
|
||||
|
||||
};
|
||||
|
||||
export { BokehShader, BokehDepthShader };
|
@@ -16,3 +16,4 @@ export { UnrealBloomPass } from "./examples/jsm/postprocessing/UnrealBloomPass";
|
||||
export { BrightnessContrastShader } from "./examples/jsm/shaders/BrightnessContrastShader";
|
||||
export { HueSaturationShader } from "./examples/jsm/shaders/HueSaturationShader";
|
||||
export { ExposureShader } from "./examples/jsm/shaders/ExposureShader";
|
||||
export { BokehShader, BokehDepthShader } from "./examples/jsm/shaders/BokehShader2";
|
@@ -234,6 +234,42 @@ const createField = (
|
||||
getDescription,
|
||||
hasImpactOnAllOtherFields: property.hasImpactOnOtherProperties(),
|
||||
};
|
||||
} else if (valueType === 'animationname') {
|
||||
return {
|
||||
getChoices: () => {
|
||||
if (!object) {
|
||||
return [];
|
||||
}
|
||||
const animationArray = mapFor(
|
||||
0,
|
||||
object.getConfiguration().getAnimationsCount(),
|
||||
i => {
|
||||
const animationName = object.getConfiguration().getAnimationName(i);
|
||||
if (animationName === '') {
|
||||
return null;
|
||||
}
|
||||
return {
|
||||
value: animationName,
|
||||
label: animationName,
|
||||
};
|
||||
}
|
||||
).filter(Boolean);
|
||||
animationArray.push({ value: '', label: '(no animation)' });
|
||||
return animationArray;
|
||||
},
|
||||
name,
|
||||
valueType: 'string',
|
||||
getValue: (instance: Instance): string => {
|
||||
return getProperties(instance)
|
||||
.get(name)
|
||||
.getValue();
|
||||
},
|
||||
setValue: (instance: Instance, newValue: string) => {
|
||||
onUpdateProperty(instance, name, newValue);
|
||||
},
|
||||
getLabel,
|
||||
getDescription,
|
||||
};
|
||||
} else {
|
||||
console.error(
|
||||
`A property with type=${valueType} could not be mapped to a field. Ensure that this type is correct and understood by the IDE.`
|
||||
|
@@ -729,6 +729,11 @@ export default function EventsBasedBehaviorPropertiesEditor({
|
||||
value="Boolean"
|
||||
label={t`Boolean (checkbox)`}
|
||||
/>
|
||||
<SelectOption
|
||||
key="property-type-animationname"
|
||||
value="AnimationName"
|
||||
label={t`Animation name (text)`}
|
||||
/>
|
||||
<SelectOption
|
||||
key="property-type-choice"
|
||||
value="Choice"
|
||||
@@ -802,7 +807,9 @@ export default function EventsBasedBehaviorPropertiesEditor({
|
||||
</SelectField>
|
||||
)}
|
||||
{(property.getType() === 'String' ||
|
||||
property.getType() === 'Number') && (
|
||||
property.getType() === 'Number' ||
|
||||
property.getType() ===
|
||||
'AnimationName') && (
|
||||
<SemiControlledTextField
|
||||
commitOnBlur
|
||||
floatingLabelText={
|
||||
|
@@ -220,6 +220,41 @@ const createField = (
|
||||
getLabel,
|
||||
getDescription,
|
||||
};
|
||||
} else if (valueType === 'animationname') {
|
||||
return {
|
||||
getChoices: () => {
|
||||
if (!object) {
|
||||
return [];
|
||||
}
|
||||
const animationArray = mapFor(
|
||||
0,
|
||||
object.getConfiguration().getAnimationsCount(),
|
||||
i => {
|
||||
const animationName = object.getConfiguration().getAnimationName(i);
|
||||
if (animationName === '') {
|
||||
return null;
|
||||
}
|
||||
return {
|
||||
value: animationName,
|
||||
label: animationName,
|
||||
};
|
||||
}
|
||||
).filter(Boolean);
|
||||
animationArray.push({ value: '', label: '(no animation)' });
|
||||
return animationArray;
|
||||
},
|
||||
name,
|
||||
valueType: 'string',
|
||||
getValue: (instance: Instance): string => {
|
||||
return getProperties(instance)
|
||||
.get(name)
|
||||
.getValue();
|
||||
},
|
||||
setValue: (instance: Instance, newValue: string) => {
|
||||
onUpdateProperty(instance, name, newValue);
|
||||
},
|
||||
getLabel,
|
||||
};
|
||||
} else {
|
||||
console.error(
|
||||
`A property with type=${valueType} could not be mapped to a field. Ensure that this type is correct and understood by the IDE.`
|
||||
|
Reference in New Issue
Block a user