添加关照、全局等高线、修改图层问题
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140
static/sdk/three/jsm/nodes/accessors/UniformsNode.js
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140
static/sdk/three/jsm/nodes/accessors/UniformsNode.js
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import { addNodeClass } from '../core/Node.js';
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import { nodeObject } from '../shadernode/ShaderNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { getValueType } from '../core/NodeUtils.js';
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import ArrayElementNode from '../utils/ArrayElementNode.js';
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import BufferNode from './BufferNode.js';
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class UniformsElementNode extends ArrayElementNode {
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constructor( arrayBuffer, indexNode ) {
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super( arrayBuffer, indexNode );
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this.isArrayBufferElementNode = true;
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}
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getNodeType( builder ) {
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return this.node.getElementType( builder );
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}
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generate( builder ) {
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const snippet = super.generate( builder );
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const type = this.getNodeType();
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return builder.format( snippet, 'vec4', type );
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}
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}
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class UniformsNode extends BufferNode {
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constructor( value, elementType = null ) {
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super( null, 'vec4' );
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this.array = value;
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this.elementType = elementType;
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this._elementType = null;
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this._elementLength = 0;
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this.updateType = NodeUpdateType.RENDER;
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this.isArrayBufferNode = true;
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}
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getElementType() {
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return this.elementType || this._elementType;
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}
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getElementLength() {
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return this._elementLength;
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}
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update( /*frame*/ ) {
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const { array, value } = this;
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const elementLength = this.getElementLength();
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const elementType = this.getElementType();
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if ( elementLength === 1 ) {
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for ( let i = 0; i < array.length; i ++ ) {
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const index = i * 4;
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value[ index ] = array[ i ];
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}
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} else if ( elementType === 'color' ) {
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for ( let i = 0; i < array.length; i ++ ) {
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const index = i * 4;
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const vector = array[ i ];
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value[ index ] = vector.r;
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value[ index + 1 ] = vector.g;
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value[ index + 2 ] = vector.b || 0;
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//value[ index + 3 ] = vector.a || 0;
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}
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} else {
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for ( let i = 0; i < array.length; i ++ ) {
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const index = i * 4;
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const vector = array[ i ];
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value[ index ] = vector.x;
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value[ index + 1 ] = vector.y;
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value[ index + 2 ] = vector.z || 0;
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value[ index + 3 ] = vector.w || 0;
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}
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}
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}
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setup( builder ) {
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const length = this.array.length;
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this._elementType = this.elementType === null ? getValueType( this.array[ 0 ] ) : this.elementType;
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this._elementLength = builder.getTypeLength( this._elementType );
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this.value = new Float32Array( length * 4 );
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this.bufferCount = length;
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return super.setup( builder );
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}
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element( indexNode ) {
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return nodeObject( new UniformsElementNode( this, nodeObject( indexNode ) ) );
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}
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}
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export default UniformsNode;
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export const uniforms = ( values, nodeType ) => nodeObject( new UniformsNode( values, nodeType ) );
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addNodeClass( 'UniformsNode', UniformsNode );
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