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Updated docs.

Mr.doob 1 week geleden
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374b07c0cf

+ 1 - 1
docs/index.html

@@ -697,7 +697,6 @@
 					<h3>Materials</h3>
 					<ul>
 						<li><a href="LDrawConditionalLineMaterial.html">LDrawConditionalLineMaterial</a></li>
-						<li><a href="MeshPostProcessingMaterial.html">MeshPostProcessingMaterial</a></li>
 						<li><a href="WoodNodeMaterial.html">WoodNodeMaterial</a></li>
 					</ul>
 					<h3>Math</h3>
@@ -1050,6 +1049,7 @@
 						<li><a href="TSL.html#clearcoat">clearcoat</a></li>
 						<li><a href="TSL.html#clearcoatNormalView">clearcoatNormalView</a></li>
 						<li><a href="TSL.html#clearcoatRoughness">clearcoatRoughness</a></li>
+						<li><a href="TSL.html#clipSpace">clipSpace</a></li>
 						<li><a href="TSL.html#clipping">clipping</a></li>
 						<li><a href="TSL.html#clippingAlpha">clippingAlpha</a></li>
 						<li><a href="TSL.html#code">code</a></li>

+ 1 - 1
docs/pages/Audio.html

@@ -182,7 +182,7 @@ should begin, in seconds.</p>
 					<h3 class="name" id="sourceType" translate="no">.<a href="#sourceType">sourceType</a><span class="type-signature"> : 'empty' | 'audioNode' | 'mediaNode' | 'mediaStreamNode' | 'buffer'</span> <span class="type-signature">(readonly) </span></h3>
 					<div class="description">
 						<p>Defines the source type.</p>
-<p>The property is automatically by one of the <code>set*()</code> methods.</p>
+<p>The property is automatically set by one of the <code>set*()</code> methods.</p>
 						<p>Default is <code>'empty'</code>.</p>
 					</div>
 				</div>

+ 28 - 0
docs/pages/InstanceNode.html

@@ -113,6 +113,13 @@ data.</p></div>
 						<p>Tracks whether the matrix data is provided via a storage buffer.</p>
 					</div>
 				</div>
+				<div class="member">
+					<h3 class="name" id="previousInstanceMatrixNode" translate="no">.<a href="#previousInstanceMatrixNode">previousInstanceMatrixNode</a><span class="type-signature"> : <a href="Node.html">Node</a></span> </h3>
+					<div class="description">
+						<p>The previous instance matrices. Required for computing motion vectors.</p>
+						<p>Default is <code>null</code>.</p>
+					</div>
+				</div>
 				<div class="member">
 					<h3 class="name" id="updateType" translate="no">.<a href="#updateType">updateType</a><span class="type-signature"> : string</span> </h3>
 					<div class="description">
@@ -125,6 +132,27 @@ of instanced buffer data must be checked per frame.</p>
 						</dl>
 				</div>
 				<h2 class="subsection-title">Methods</h2>
+					<h3 class="name name-method" id="getPreviousInstancedPosition" translate="no">.<a href="#getPreviousInstancedPosition">getPreviousInstancedPosition</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.&lt;vec3></span> </h3>
+					<div class="method">
+						<div class="description">
+							<p>Computes the transformed/instanced vertex position of the previous frame.</p>
+						</div>
+						<table class="params">
+							<tbody>
+								<tr>
+									<td class="name">
+										<strong>builder</strong>
+									</td>
+									<td class="description last">
+										<p>The current node builder.</p>
+									</td>
+								</tr>
+							</tbody>
+						</table>
+						<dl class="details">
+							<dt class="tag-returns"><strong>Returns:</strong> The instanced position from the previous frame.</dt>
+						</dl>
+					</div>
 					<h3 class="name name-method" id="setup" translate="no">.<a href="#setup">setup</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span> </h3>
 					<div class="method">
 						<div class="description">

+ 8 - 0
docs/pages/InstancedMesh.html

@@ -114,6 +114,14 @@ via <a href="InstancedMesh.html#setMorphAt">InstancedMesh#setMorphAt</a>.</p>
 						<p>Default is <code>null</code>.</p>
 					</div>
 				</div>
+				<div class="member">
+					<h3 class="name" id="previousInstanceMatrix" translate="no">.<a href="#previousInstanceMatrix">previousInstanceMatrix</a><span class="type-signature"> : <a href="InstancedBufferAttribute.html">InstancedBufferAttribute</a></span> </h3>
+					<div class="description">
+						<p>Represents the local transformation of all instances of the previous frame.
+Required for computing velocity. Maintained in <a href="InstanceNode.html">InstanceNode</a>.</p>
+						<p>Default is <code>null</code>.</p>
+					</div>
+				</div>
 				<h2 class="subsection-title">Methods</h2>
 					<h3 class="name name-method" id="computeBoundingBox" translate="no">.<a href="#computeBoundingBox">computeBoundingBox</a><span class="signature">()</span> </h3>
 					<div class="method">

+ 1 - 1
docs/pages/MRTNode.html

@@ -20,7 +20,7 @@ post-processing is shown below:</p>
 				<div translate="no"><pre><code class="language-js">const mrtNode = mrt( {
   output: output,
   normal: normalView
-} ) );
+} ) ;
 </code></pre></div>
 			</header>
 			<article>

+ 10 - 0
docs/pages/NodeBuilder.html

@@ -2847,6 +2847,16 @@ this method evaluate to <code>true</code>, WebGPU to <code>false</code>.</p>
 							<dt class="tag-returns"><strong>Returns:</strong> Whether the given type is a vector type or not.</dt>
 						</dl>
 					</div>
+					<h3 class="name name-method" id="needsPreviousData" translate="no">.<a href="#needsPreviousData">needsPreviousData</a><span class="signature">()</span><span class="type-signature"> : boolean</span> </h3>
+					<div class="method">
+						<div class="description">
+							<p>Returns <code>true</code> if data from the previous frame are required. Relevant
+when computing motion vectors with <a href="VelocityNode.html">VelocityNode</a>.</p>
+						</div>
+						<dl class="details">
+							<dt class="tag-returns"><strong>Returns:</strong> Whether data from the previous frame are required or not.</dt>
+						</dl>
+					</div>
 					<h3 class="name name-method" id="needsToWorkingColorSpace" translate="no">.<a href="#needsToWorkingColorSpace">needsToWorkingColorSpace</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span> )</span><span class="type-signature"> : boolean</span> <span class="type-signature">(abstract) </span></h3>
 					<div class="method">
 						<div class="description">

+ 7 - 0
docs/pages/NodeMaterial.html

@@ -214,6 +214,13 @@ material.lightsNode = customLightsNode;
 						<p>Default is <code>null</code>.</p>
 					</div>
 				</div>
+				<div class="member">
+					<h3 class="name" id="maskShadowNode" translate="no">.<a href="#maskShadowNode">maskShadowNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.&lt;bool></span> </h3>
+					<div class="description">
+						<p>This node can be used to implement a shadow mask for the material.</p>
+						<p>Default is <code>null</code>.</p>
+					</div>
+				</div>
 				<div class="member">
 					<h3 class="name" id="mrtNode" translate="no">.<a href="#mrtNode">mrtNode</a><span class="type-signature"> : <a href="MRTNode.html">MRTNode</a></span> </h3>
 					<div class="description">

+ 0 - 22
docs/pages/SkinningNode.html

@@ -220,28 +220,6 @@ Required for computing motion vectors.</p>
 							<dt class="tag-returns"><strong>Returns:</strong> The transformed vertex position.</dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="needsPreviousBoneMatrices" translate="no">.<a href="#needsPreviousBoneMatrices">needsPreviousBoneMatrices</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : boolean</span> </h3>
-					<div class="method">
-						<div class="description">
-							<p>Returns <code>true</code> if bone matrices from the previous frame are required. Relevant
-when computing motion vectors with <a href="VelocityNode.html">VelocityNode</a>.</p>
-						</div>
-						<table class="params">
-							<tbody>
-								<tr>
-									<td class="name">
-										<strong>builder</strong>
-									</td>
-									<td class="description last">
-										<p>The current node builder.</p>
-									</td>
-								</tr>
-							</tbody>
-						</table>
-						<dl class="details">
-							<dt class="tag-returns"><strong>Returns:</strong> Whether bone matrices from the previous frame are required or not.</dt>
-						</dl>
-					</div>
 					<h3 class="name name-method" id="setup" translate="no">.<a href="#setup">setup</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.&lt;vec3></span> </h3>
 					<div class="method">
 						<div class="description">

+ 16 - 0
docs/pages/TSL.html

@@ -226,6 +226,12 @@ Complements the tangentViewFrame for constructing the tangent space basis.</p>
 						<p>TSL object that represents the shader variable <code>ClearcoatRoughness</code>.</p>
 					</div>
 				</div>
+				<div class="member">
+					<h3 class="name" id="clipSpace" translate="no">.<a href="#clipSpace">clipSpace</a><span class="type-signature"> : <a href="VaryingNode.html">VaryingNode</a>.&lt;vec4></span> <span class="type-signature">(constant) </span></h3>
+					<div class="description">
+						<p>TSL object that represents the clip space position of the current rendered object.</p>
+					</div>
+				</div>
 				<div class="member">
 					<h3 class="name" id="dashSize" translate="no">.<a href="#dashSize">dashSize</a><span class="type-signature"> : <a href="PropertyNode.html">PropertyNode</a>.&lt;float></span> <span class="type-signature">(constant) </span></h3>
 					<div class="description">
@@ -12033,6 +12039,16 @@ complete before the barrier can be surpassed.</p>
 				<p>Whether to globally enable shadows or not.</p>
 			</td>
 		</tr>
+		<tr>
+				<td class="name">
+					<strong>transmitted</strong>
+						<br>
+<span class="param-type">boolean</span>
+				</td>
+			<td class="description last">
+				<p>Whether to enable light transmission through non-opaque materials.</p>
+			</td>
+		</tr>
 		<tr>
 				<td class="name">
 					<strong>type</strong>

+ 7 - 0
docs/pages/WGSLNodeBuilder.html

@@ -76,6 +76,13 @@ for render objects.</p></div>
 another dictionary which manages UBOs per group ('render','frame','object').</p>
 					</div>
 				</div>
+				<div class="member">
+					<h3 class="name" id="uniformGroupsBindings" translate="no">.<a href="#uniformGroupsBindings">uniformGroupsBindings</a><span class="type-signature"> : Object.&lt;string, {index: number, id: number}></span> </h3>
+					<div class="description">
+						<p>A dictionary that holds the assigned binding indices for each uniform group.
+This ensures the same binding index is used across all shader stages.</p>
+					</div>
+				</div>
 				<h2 class="subsection-title">Methods</h2>
 					<h3 class="name name-method" id="buildCode" translate="no">.<a href="#buildCode">buildCode</a><span class="signature">()</span> </h3>
 					<div class="method">

+ 10 - 0
docs/pages/global.html

@@ -3853,6 +3853,16 @@ precision floating point value (FP32).</p>
 				<p>Whether to globally enable shadows or not.</p>
 			</td>
 		</tr>
+		<tr>
+				<td class="name">
+					<strong>transmitted</strong>
+						<br>
+<span class="param-type">boolean</span>
+				</td>
+			<td class="description last">
+				<p>Whether to enable light transmission through non-opaque materials.</p>
+			</td>
+		</tr>
 		<tr>
 				<td class="name">
 					<strong>type</strong>

+ 28 - 16
docs/search.json

@@ -4012,6 +4012,10 @@
 			"title": "InstanceNode#count",
 			"kind": "member"
 		},
+		{
+			"title": "InstanceNode#getPreviousInstancedPosition",
+			"kind": "function"
+		},
 		{
 			"title": "InstanceNode#instanceColor",
 			"kind": "member"
@@ -4028,6 +4032,10 @@
 			"title": "InstanceNode#instanceMatrixNode",
 			"kind": "member"
 		},
+		{
+			"title": "InstanceNode#previousInstanceMatrixNode",
+			"kind": "member"
+		},
 		{
 			"title": "InstanceNode#setup",
 			"kind": "function"
@@ -4116,6 +4124,10 @@
 			"title": "InstancedMesh#morphTexture",
 			"kind": "member"
 		},
+		{
+			"title": "InstancedMesh#previousInstanceMatrix",
+			"kind": "member"
+		},
 		{
 			"title": "InstancedMesh#setColorAt",
 			"kind": "function"
@@ -7836,6 +7848,10 @@
 			"title": "NodeBuilder#material",
 			"kind": "member"
 		},
+		{
+			"title": "NodeBuilder#needsPreviousData",
+			"kind": "function"
+		},
 		{
 			"title": "NodeBuilder#needsToWorkingColorSpace",
 			"kind": "function"
@@ -8256,6 +8272,10 @@
 			"title": "NodeMaterial#maskNode",
 			"kind": "member"
 		},
+		{
+			"title": "NodeMaterial#maskShadowNode",
+			"kind": "member"
+		},
 		{
 			"title": "NodeMaterial#mrtNode",
 			"kind": "member"
@@ -11972,10 +11992,6 @@
 			"title": "SkinningNode#getSkinnedPosition",
 			"kind": "function"
 		},
-		{
-			"title": "SkinningNode#needsPreviousBoneMatrices",
-			"kind": "function"
-		},
 		{
 			"title": "SkinningNode#positionNode",
 			"kind": "member"
@@ -15060,6 +15076,10 @@
 			"title": "WGSLNodeBuilder#uniformGroups",
 			"kind": "member"
 		},
+		{
+			"title": "WGSLNodeBuilder#uniformGroupsBindings",
+			"kind": "member"
+		},
 		{
 			"title": "WGSLNodeFunction",
 			"kind": "class"
@@ -18910,18 +18930,6 @@
 			"title": "MaterialXLoader#parse",
 			"kind": "function"
 		},
-		{
-			"title": "MeshPostProcessingMaterial",
-			"kind": "class"
-		},
-		{
-			"title": "MeshPostProcessingMaterial#aoPassMap",
-			"kind": "member"
-		},
-		{
-			"title": "MeshPostProcessingMaterial#aoPassMapScale",
-			"kind": "member"
-		},
 		{
 			"title": "MeshSurfaceSampler",
 			"kind": "class"
@@ -25610,6 +25618,10 @@
 			"title": "clearcoatRoughness",
 			"kind": "member"
 		},
+		{
+			"title": "clipSpace",
+			"kind": "member"
+		},
 		{
 			"title": "clipping",
 			"kind": "function"

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