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Changes for r155 update

master
Palash Bansal 1年前
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ca8a8d1a5f
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+ 3
- 1
README.md ファイルの表示

@@ -26,6 +26,7 @@ Key features include:
- Extendable asset import, export and management pipeline with built-in support for gltf, glb, obj+mtl, fbx, materials(pmat/bmat), json, zip, png, jpeg, svg, webp, ktx2, ply, 3dm and many more.
- Automatic serialization of all viewer and plugin settings in GLB(with custom extensions) and JSON formats.
- Automatic disposal of all three.js resources with built-in reference management.
- Realtime Realistic Rendering with screen-space post-processing effects from [webgi](https://webgi.dev/).

## Examples

@@ -251,7 +252,7 @@ Many features will be added but the core API will not change significantly in fu
- [Other classes and interfaces](https://threepipe.org/guide/viewer-api.html#other-classes-and-interfaces)
- [Plugins](https://threepipe.org/guide/core-plugins.html#threepipe-plugins)
- [TonemapPlugin](https://threepipe.org/plugin/TonemapPlugin.html) - Add tonemap to the final screen pass
- [DropzonePlugin](https://threepipe.org/plugin/DropzonePlugin.html - Drag and drop local files to import and load
- [DropzonePlugin](https://threepipe.org/plugin/DropzonePlugin.html) - Drag and drop local files to import and load
- [ProgressivePlugin](https://threepipe.org/plugin/ProgressivePlugin.html) - Post-render pass to blend the last frame with the current frame
- [SSAAPlugin](https://threepipe.org/plugin/SSAAPlugin.html) - Add Super Sample Anti-Aliasing by applying jitter to the camera.
- [DepthBufferPlugin](https://threepipe.org/plugin/DepthBufferPlugin.html) - Pre-rendering of depth buffer
@@ -311,6 +312,7 @@ Many features will be added but the core API will not change significantly in fu
- [@threepipe/plugin-gaussian-splatting](https://threepipe.org/package/plugin-gaussian-splatting.html) - Gaussian Splatting plugin for loading and rendering splat files
- [@threepipe/plugin-network](https://threepipe.org/package/plugin-network.html) - Network/Cloud related plugin implementations for Threepipe.
- [@threepipe/plugin-svg-renderer](https://threepipe.org/package/plugin-svg-renderer.html) - Add support for exporting 3d scene as SVG.
- [@threepipe/webgi-plugins](https://webgi.dev) - Realistic rendering plugin pack for threepipe (SSR, SSRTAO, HDR Bloom, TAA, Depth of Field, SSGI, etc.)

## Documentation


+ 3
- 3
package.json ファイルの表示

@@ -108,7 +108,7 @@
"rimraf": "^5.0.1",
"rollup-plugin-glsl": "^1.3.0",
"rollup-plugin-license": "^3.0.1",
"three": "https://github.com/repalash/three.js-modded/releases/download/v0.153.1006/package.tgz",
"three": "https://github.com/repalash/three.js-modded/releases/download/v0.155.1001/package.tgz",
"tslib": "^2.5.0",
"typedoc": "^0.27.5",
"typescript": "5.7.2",
@@ -139,8 +139,8 @@
"dependencies": {
"uiconfig.js": "^0.1.3",
"ts-browser-helpers": "^0.16.2",
"three": "https://github.com/repalash/three.js-modded/releases/download/v0.153.1006/package.tgz",
"three-f": "https://github.com/repalash/three.js-modded/archive/refs/tags/v0.153.1006.tar.gz",
"three": "https://github.com/repalash/three.js-modded/releases/download/v0.155.1007/package.tgz",
"three-f": "https://github.com/repalash/three.js-modded/archive/refs/tags/v0.155.1007.tar.gz",
"@types/three": "https://github.com/repalash/three-ts-types/releases/download/v0.153.1002/package.tgz",
"@types/three-f": "https://github.com/repalash/three-ts-types/archive/refs/tags/v0.153.1002.tar.gz",
"@types/three-pkg": "https://gitpkg.now.sh/repalash/three-ts-types/types/three?modded_three"

+ 1
- 1
plugins/gaussian-splatting/src/three-gaussian-splat/materials/GaussianSplatMaterialExtension.ts ファイルの表示

@@ -46,7 +46,7 @@ export class GaussianSplatMaterialExtension implements MaterialExtension {
// eslint-disable-next-line no-constant-condition
if (0)
shader.fragmentShader = shaderReplaceString(shader.fragmentShader,
'#include <output_fragment>',
'#include <opaque_fragment>',
'\ngl_FragColor=diffuseColor;',
// '\ngl_FragColor=vec4(reflectedLight.directDiffuse, 1.);',
// '\ngl_FragColor=vec4(geometryNormal, 1.);',

+ 1
- 1
src/core/material/PhysicalMaterial.ts ファイルの表示

@@ -99,7 +99,7 @@ export class PhysicalMaterial extends MeshPhysicalMaterial<IMaterialEvent, Physi
for (const fElement of f) shader.fragmentShader = shaderReplaceString(shader.fragmentShader, fElement[0], '#glMarker ' + fElement[1] + '\n' + fElement[0])

// for NaN. todo do the same in Unlit and line materials?
shader.fragmentShader = shaderReplaceString(shader.fragmentShader, '#include <output_fragment>', 'gl_FragColor = clamp(gl_FragColor, 0.0, 1000.0);\n', {append: true})
shader.fragmentShader = shaderReplaceString(shader.fragmentShader, '#include <opaque_fragment>', 'gl_FragColor = clamp(gl_FragColor, 0.0, 1000.0);\n', {append: true})

iMaterialCommons.onBeforeCompile.call(this, shader, renderer)


+ 1
- 1
src/plugins/material/shaders/FragmentClippingExtensionPlugin.patch.glsl ファイルの表示

@@ -13,7 +13,7 @@ fragClippingDist = fragClippingSphere();
#if FRAG_CLIPPING_DEBUG
gl_FragColor = vec4(max(fragClippingDist, 0.0), 0.0, 0.0, 1.0);
// gl_FragColor = vec4(vViewPosition.xyz, 1.0);
#include <encodings_fragment>
#include <colorspace_fragment>
return;
#endif


+ 1
- 1
src/postprocessing/AddBlendTexturePass.ts ファイルの表示

@@ -15,7 +15,7 @@ export class AddBlendTexturePass extends ExtendedShaderPass implements IPass {
void main() {
vec4 texel = clamp(weight * tDiffuseTexelToLinear ( texture2D( tDiffuse, vUv ) ) + weight2 * tDiffuse2TexelToLinear ( texture2D( tDiffuse2, vUv ) ), vec4(0), vec4(MAX_INTENSITY));
gl_FragColor = texel;
#include <encodings_fragment>
#include <colorspace_fragment>
}
`,
uniforms: {

+ 1
- 1
src/postprocessing/ExtendedCopyPass.ts ファイルの表示

@@ -22,7 +22,7 @@ export class ExtendedCopyPass extends ExtendedShaderPass {
diffuseColor.a = 1.0;
#endif
gl_FragColor = diffuseColor;
${respectColorSpace ? '#include <encodings_fragment>' : ''}
${respectColorSpace ? '#include <colorspace_fragment>' : ''}
}
`,
}, 'tDiffuse')

+ 1
- 1
src/postprocessing/GenericBlendTexturePass.ts ファイルの表示

@@ -18,7 +18,7 @@ export class GenericBlendTexturePass extends ExtendedShaderPass implements IPass
${blendFunc}
c = clamp(c, vec4(0), vec4(MAX_INTENSITY));
gl_FragColor = c;
#include <encodings_fragment>
#include <colorspace_fragment>
}
`,
uniforms: {

+ 1
- 1
src/postprocessing/ScreenPass.glsl ファイルの表示

@@ -39,5 +39,5 @@ void main() {
gl_FragColor = diffuseColor;
//gl_FragColor = isBackground ? vec4(0, 0, 0, 1) : gl_FragColor;
// gl_FragColor = vec4(depth, 0, 0, 1);
#include <encodings_fragment>
#include <colorspace_fragment>
}

+ 3
- 0
src/rendering/RenderManager.ts ファイルの表示

@@ -388,6 +388,9 @@ export class RenderManager<TEvent extends BaseEvent = IRenderManagerEvent, TEven
return this._renderer
}

/**
* @deprecated will be removed in the future
*/
@serialize()
get useLegacyLights(): boolean {
return this._renderer.useLegacyLights

+ 2
- 0
src/three/controls/OrbitControls3.ts ファイルの表示

@@ -47,6 +47,8 @@ export class OrbitControls3 extends OrbitControls implements IUiConfigContainer,
@uiVector() @serialize() clampMin = new Vector3(-10000, -10000, -10000) // should be -Infinity but this breaks the UI
@uiVector() @serialize() clampMax = new Vector3(10000, 10000, 10000) // should be Infinity but this breaks the UI

@uiToggle() @serialize() zoomToCursor = true

// @uiToggle()
@serialize() screenSpacePanning = true
// @uiInput()

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