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- Add 3D Effects for color adjustment and bloom. - A lower quality anti-aliasing is used when post-processing is enable (SMAA instead of MSAA). - Upgrade to Three.js 0.160.0.
90 lines
3.0 KiB
TypeScript
90 lines
3.0 KiB
TypeScript
namespace gdjs {
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gdjs.PixiFiltersTools.registerFilterCreator(
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'Scene3D::Bloom',
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new (class implements gdjs.PixiFiltersTools.FilterCreator {
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makeFilter(
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target: EffectsTarget,
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effectData: EffectData
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): gdjs.PixiFiltersTools.Filter {
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if (typeof THREE === 'undefined') {
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return new gdjs.PixiFiltersTools.EmptyFilter();
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}
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return new (class implements gdjs.PixiFiltersTools.Filter {
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shaderPass: THREE_ADDONS.UnrealBloomPass;
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_isEnabled: boolean;
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constructor() {
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this.shaderPass = new THREE_ADDONS.UnrealBloomPass(
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new THREE.Vector2(256, 256),
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1,
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0,
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0
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);
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this._isEnabled = false;
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}
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isEnabled(target: EffectsTarget): boolean {
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return this._isEnabled;
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}
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setEnabled(target: EffectsTarget, enabled: boolean): boolean {
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if (this._isEnabled === enabled) {
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return true;
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}
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if (enabled) {
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return this.applyEffect(target);
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} else {
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return this.removeEffect(target);
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}
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}
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applyEffect(target: EffectsTarget): boolean {
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if (!(target instanceof gdjs.Layer)) {
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return false;
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}
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target.getRenderer().addPostProcessingPass(this.shaderPass);
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this._isEnabled = true;
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return true;
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}
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removeEffect(target: EffectsTarget): boolean {
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if (!(target instanceof gdjs.Layer)) {
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return false;
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}
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target.getRenderer().removePostProcessingPass(this.shaderPass);
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this._isEnabled = false;
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return true;
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}
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updatePreRender(target: gdjs.EffectsTarget): any {}
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updateDoubleParameter(parameterName: string, value: number): void {
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if (parameterName === 'strength') {
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this.shaderPass.strength = value;
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}
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if (parameterName === 'radius') {
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this.shaderPass.radius = value;
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}
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if (parameterName === 'threshold') {
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this.shaderPass.threshold = value;
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}
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}
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getDoubleParameter(parameterName: string): number {
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if (parameterName === 'strength') {
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return this.shaderPass.strength;
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}
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if (parameterName === 'radius') {
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return this.shaderPass.radius;
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}
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if (parameterName === 'threshold') {
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return this.shaderPass.threshold;
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}
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return 0;
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}
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updateStringParameter(parameterName: string, value: string): void {}
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updateColorParameter(parameterName: string, value: number): void {}
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getColorParameter(parameterName: string): number {
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return 0;
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}
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updateBooleanParameter(parameterName: string, value: boolean): void {}
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})();
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}
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})()
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);
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}
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