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Mugen87sunag
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Examples: More Inspector usage. (#31988)
* Examples: More Inspector usage. * E2E: Update screenshots. * add partial .setValue * Update webgpu_postprocessing_transition.html * Update webgpu_postprocessing_transition.jpg --------- Co-authored-by: sunag <sunagbrasil@gmail.com>
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-330
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examples/jsm/inspector/ui/Values.js

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@@ -25,6 +25,14 @@ class Value extends EventDispatcher {
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}
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setValue( /*val*/ ) {
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this.dispatchChange();
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return this;
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}
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getValue() {
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return null;
@@ -240,6 +248,15 @@ class ValueSlider extends Value {
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}
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setValue( val ) {
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this.slider.value = val;
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this.numberInput.value = val;
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return super.setValue( val );
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}
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getValue() {
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return parseFloat( this.slider.value );

examples/jsm/tsl/display/AfterImageNode.js

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@@ -2,7 +2,7 @@ import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode,
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import { nodeObject, Fn, float, uv, texture, passTexture, sign, max, convertToTexture } from 'three/tsl';
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const _size = /*@__PURE__*/ new Vector2();
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const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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let _rendererState;
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@@ -144,10 +144,11 @@ class AfterImageNode extends TempNode {
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this.textureNodeOld.value = this._oldRT.texture;
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// comp
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_quadMeshComp.material = this._materialComposed;
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_quadMesh.material = this._materialComposed;
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_quadMesh.name = 'AfterImage';
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renderer.setRenderTarget( this._compRT );
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_quadMeshComp.render( renderer );
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_quadMesh.render( renderer );
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// Swap the textures
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examples/jsm/tsl/display/AnamorphicNode.js

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@@ -158,6 +158,7 @@ class AnamorphicNode extends TempNode {
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const currentTexture = textureNode.value;
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_quadMesh.material = this._material;
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_quadMesh.name = 'Anamorphic';
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this.setSize( map.image.width, map.image.height );
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examples/jsm/tsl/display/DepthOfFieldNode.js

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@@ -285,6 +285,7 @@ class DepthOfFieldNode extends TempNode {
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_quadMesh.material = this._CoCMaterial;
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renderer.setRenderTarget( this._CoCRT );
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_quadMesh.name = 'DoF [ CoC ]';
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_quadMesh.render( renderer );
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// blur near field to avoid visible aliased edges when the near field
@@ -294,6 +295,7 @@ class DepthOfFieldNode extends TempNode {
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_quadMesh.material = this._CoCBlurredMaterial;
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renderer.setRenderTarget( this._CoCBlurredRT );
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_quadMesh.name = 'DoF [ CoC Blur ]';
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_quadMesh.render( renderer );
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// blur64 near
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_quadMesh.material = this._blur64Material;
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renderer.setRenderTarget( this._blur64RT );
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_quadMesh.name = 'DoF [ Blur64 Near ]';
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_quadMesh.render( renderer );
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// blur16 near
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_quadMesh.material = this._blur16Material;
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renderer.setRenderTarget( this._blur16NearRT );
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_quadMesh.name = 'DoF [ Blur16 Near ]';
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_quadMesh.render( renderer );
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// blur64 far
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_quadMesh.material = this._blur64Material;
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renderer.setRenderTarget( this._blur64RT );
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_quadMesh.name = 'DoF [ Blur64 Far ]';
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_quadMesh.render( renderer );
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// blur16 far
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_quadMesh.material = this._blur16Material;
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renderer.setRenderTarget( this._blur16FarRT );
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_quadMesh.name = 'DoF [ Blur16 Far ]';
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_quadMesh.render( renderer );
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// composite
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_quadMesh.material = this._compositeMaterial;
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renderer.setRenderTarget( this._compositeRT );
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_quadMesh.name = 'DoF [ Composite ]';
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_quadMesh.render( renderer );
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// restore

examples/jsm/tsl/display/GTAONode.js

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@@ -253,6 +253,7 @@ class GTAONode extends TempNode {
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this.setSize( size.width, size.height );
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_quadMesh.material = this._material;
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_quadMesh.name = 'AO';
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// clear
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examples/jsm/tsl/display/SSRNode.js

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@@ -347,6 +347,7 @@ class SSRNode extends TempNode {
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// ssr
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renderer.setRenderTarget( ssrRenderTarget );
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_quadMesh.name = 'SSR [ Reflections ]';
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_quadMesh.render( renderer );
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// blur (optional)
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this._blurSpread.value = i;
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renderer.setRenderTarget( blurRenderTarget, 0, i );
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_quadMesh.name = 'SSR [ Blur Level ' + i + ' ]';
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_quadMesh.render( renderer );
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}
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