Started CoffeeScript port. Moved third-party libs from js/ to libs/.

This commit is contained in:
BKcore
2012-12-20 14:31:13 +01:00
parent 3e8d91af91
commit 52e6bd0b93
17 changed files with 173 additions and 10 deletions
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
strength = ( strength !== undefined ) ? strength : 1;
kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
sigma = ( sigma !== undefined ) ? sigma : 4.0;
resolution = ( resolution !== undefined ) ? resolution : 256;
// render targets
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
// screen material
var screenShader = THREE.ShaderExtras[ "screen" ];
this.screenUniforms = THREE.UniformsUtils.clone( screenShader.uniforms );
this.screenUniforms[ "opacity" ].value = strength;
this.materialScreen = new THREE.ShaderMaterial( {
uniforms: this.screenUniforms,
vertexShader: screenShader.vertexShader,
fragmentShader: screenShader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
} );
// convolution material
var convolutionShader = THREE.ShaderExtras[ "convolution" ];
this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );
this.materialConvolution = new THREE.ShaderMaterial( {
uniforms: this.convolutionUniforms,
vertexShader: "#define KERNEL_SIZE " + kernelSize + ".0\n" + convolutionShader.vertexShader,
fragmentShader: "#define KERNEL_SIZE " + kernelSize + "\n" + convolutionShader.fragmentShader
} );
this.enabled = true;
this.needsSwap = false;
this.clear = false;
};
THREE.BloomPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
// Render quad with blured scene into texture (convolution pass 1)
THREE.EffectComposer.quad.material = this.materialConvolution;
this.convolutionUniforms[ "tDiffuse" ].texture = readBuffer;
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetX, true );
// Render quad with blured scene into texture (convolution pass 2)
this.convolutionUniforms[ "tDiffuse" ].texture = this.renderTargetX;
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetY, true );
// Render original scene with superimposed blur to texture
THREE.EffectComposer.quad.material = this.materialScreen;
this.screenUniforms[ "tDiffuse" ].texture = this.renderTargetY;
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, this.clear );
}
};
THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.DotScreenPass = function ( center, angle, scale ) {
var shader = THREE.ShaderExtras[ "dotscreen" ];
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
if ( center !== undefined )
this.uniforms[ "center" ].value.copy( center );
if ( angle !== undefined ) this.uniforms[ "angle"].value = angle;
if ( scale !== undefined ) this.uniforms[ "scale"].value = scale;
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.enabled = true;
this.renderToScreen = false;
this.needsSwap = true;
};
THREE.DotScreenPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
this.uniforms[ "tDiffuse" ].texture = readBuffer;
this.uniforms[ "tSize" ].value.set( readBuffer.width, readBuffer.height );
THREE.EffectComposer.quad.material = this.material;
if ( this.renderToScreen ) {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
} else {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, false );
}
}
};
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.EffectComposer = function ( renderer, renderTarget ) {
this.renderer = renderer;
this.renderTarget1 = renderTarget;
if ( this.renderTarget1 === undefined ) {
var width = window.innerWidth || 1;
var height = window.innerHeight || 1;
this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
this.renderTarget1 = new THREE.WebGLRenderTarget( width, height, this.renderTargetParameters );
}
this.renderTarget2 = this.renderTarget1.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.passes = [];
this.copyPass = new THREE.ShaderPass( THREE.ShaderExtras[ "screen" ] );
};
THREE.EffectComposer.prototype = {
swapBuffers: function() {
var tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
},
addPass: function ( pass ) {
this.passes.push( pass );
},
render: function ( delta ) {
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
var maskActive = false;
var pass, i, il = this.passes.length;
for ( i = 0; i < il; i ++ ) {
pass = this.passes[ i ];
if ( !pass.enabled ) continue;
pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
var context = this.renderer.context;
context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
context.stencilFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( pass instanceof THREE.MaskPass ) {
maskActive = true;
} else if ( pass instanceof THREE.ClearMaskPass ) {
maskActive = false;
}
}
},
reset: function ( renderTarget ) {
this.renderTarget1 = renderTarget;
if ( this.renderTarget1 === undefined ) {
this.renderTarget1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
}
this.renderTarget2 = this.renderTarget1.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
THREE.EffectComposer.quad.scale.set( window.innerWidth, window.innerHeight, 1 );
THREE.EffectComposer.camera.left = window.innerWidth / - 2;
THREE.EffectComposer.camera.right = window.innerWidth / 2;
THREE.EffectComposer.camera.top = window.innerHeight / 2;
THREE.EffectComposer.camera.bottom = window.innerHeight / - 2;
THREE.EffectComposer.camera.updateProjectionMatrix();
}
};
// shared ortho camera
THREE.EffectComposer.initWidth = window.innerWidth || 1;
THREE.EffectComposer.initHeight = window.innerHeight || 1;
THREE.EffectComposer.camera = new THREE.OrthographicCamera( THREE.EffectComposer.initWidth / - 2, THREE.EffectComposer.initWidth / 2, THREE.EffectComposer.initHeight / 2, THREE.EffectComposer.initHeight / - 2, -10000, 10000 );
// shared fullscreen quad scene
THREE.EffectComposer.geometry = new THREE.PlaneGeometry( 1, 1 );
THREE.EffectComposer.geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
THREE.EffectComposer.quad = new THREE.Mesh( THREE.EffectComposer.geometry, null );
THREE.EffectComposer.quad.position.z = -100;
THREE.EffectComposer.quad.scale.set( THREE.EffectComposer.initWidth, THREE.EffectComposer.initHeight, 1 );
THREE.EffectComposer.scene = new THREE.Scene();
THREE.EffectComposer.scene.add( THREE.EffectComposer.quad );
THREE.EffectComposer.scene.add( THREE.EffectComposer.camera );
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {
var shader = THREE.ShaderExtras[ "film" ];
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
if ( grayscale !== undefined ) this.uniforms.grayscale.value = grayscale;
if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity;
if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity;
if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount;
this.enabled = true;
this.renderToScreen = false;
this.needsSwap = true;
};
THREE.FilmPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
this.uniforms[ "tDiffuse" ].texture = readBuffer;
this.uniforms[ "time" ].value += delta;
THREE.EffectComposer.quad.material = this.material;
if ( this.renderToScreen ) {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
} else {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, false );
}
}
};
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.MaskPass = function ( scene, camera ) {
this.scene = scene;
this.camera = camera;
this.enabled = true;
this.clear = true;
this.needsSwap = false;
this.inverse = false;
};
THREE.MaskPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
var context = renderer.context;
// don't update color or depth
context.colorMask( false, false, false, false );
context.depthMask( false );
// set up stencil
var writeValue, clearValue;
if ( this.inverse ) {
writeValue = 0;
clearValue = 1;
} else {
writeValue = 1;
clearValue = 0;
}
context.enable( context.STENCIL_TEST );
context.stencilOp( context.REPLACE, context.REPLACE, context.REPLACE );
context.stencilFunc( context.ALWAYS, writeValue, 0xffffffff );
context.clearStencil( clearValue );
// draw into the stencil buffer
renderer.render( this.scene, this.camera, readBuffer, this.clear );
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
// re-enable update of color and depth
context.colorMask( true, true, true, true );
context.depthMask( true );
// only render where stencil is set to 1
context.stencilFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
context.stencilOp( context.KEEP, context.KEEP, context.KEEP );
}
};
THREE.ClearMaskPass = function () {
this.enabled = true;
};
THREE.ClearMaskPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
var context = renderer.context;
context.disable( context.STENCIL_TEST );
}
};
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
this.scene = scene;
this.camera = camera;
this.overrideMaterial = overrideMaterial;
this.clearColor = clearColor;
this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 1;
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
this.enabled = true;
this.clear = true;
this.needsSwap = false;
this.prePass = null;
this.postPass = null;
};
THREE.RenderPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
if( this.prePass )
{
this.prePass.call(this, renderer);
}
this.scene.overrideMaterial = this.overrideMaterial;
if ( this.clearColor ) {
this.oldClearColor.copy( renderer.getClearColor() );
this.oldClearAlpha = renderer.getClearAlpha();
renderer.setClearColor( this.clearColor, this.clearAlpha );
}
renderer.render( this.scene, this.camera, readBuffer, this.clear );
if ( this.clearColor ) {
renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
}
this.scene.overrideMaterial = null;
if( this.postPass )
{
this.postPass.call(this, renderer);
}
}
};
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.SavePass = function ( renderTarget ) {
var shader = THREE.ShaderExtras[ "screen" ];
this.textureID = "tDiffuse";
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.renderTarget = renderTarget;
if ( this.renderTarget === undefined ) {
this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
}
this.enabled = true;
this.needsSwap = false;
this.clear = false;
};
THREE.SavePass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].texture = readBuffer;
}
THREE.EffectComposer.quad.material = this.material;
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTarget, this.clear );
}
};
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.ShaderPass = function ( shader, textureID ) {
this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.renderToScreen = false;
this.enabled = true;
this.needsSwap = true;
this.clear = false;
};
THREE.ShaderPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].texture = readBuffer;
}
THREE.EffectComposer.quad.material = this.material;
if ( this.renderToScreen ) {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
} else {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, this.clear );
}
}
};
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.TexturePass = function ( texture, opacity ) {
var shader = THREE.ShaderExtras[ "screen" ];
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.uniforms[ "opacity" ].value = ( opacity !== undefined ) ? opacity : 1.0;
this.uniforms[ "tDiffuse" ].texture = texture;
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.enabled = true;
this.needsSwap = false;
};
THREE.TexturePass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
THREE.EffectComposer.quad.material = this.material;
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer );
}
};