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mirror of https://github.com/troisjs/trois.git synced 2024-11-23 20:02:32 +08:00

fix import

This commit is contained in:
Kevin Levron 2021-05-06 22:42:23 +02:00
parent 4900a69c30
commit 567a8982bc

View File

@ -1,6 +1,6 @@
import { defineComponent, inject, onMounted, onUnmounted } from 'vue'
import { LoadingManager } from 'three'
import * as PP from 'postprocessing'
import { BloomEffect, DepthOfFieldEffect, EdgeDetectionMode, GodRaysEffect, SMAAEffect, SMAAImageLoader, SMAAPreset } from 'postprocessing'
import { EffectPassInjectionKey } from './EffectPass'
// type EffectTypes = 'bloom' | 'dof' | 'godrays' | 'smaa'
@ -33,7 +33,7 @@ export default defineComponent({
onMounted(() => {
if (props.type === 'smaa') {
const smaaImageLoader = new PP.SMAAImageLoader(new LoadingManager())
const smaaImageLoader = new SMAAImageLoader(new LoadingManager())
smaaImageLoader.load(([search, area]) => {
initEffect({ smaaSearch: search, smaaArea: area })
})
@ -56,10 +56,10 @@ function createEffect(effectPass, type, options, assets) {
let effect
switch (type) {
case 'bloom' :
effect = new PP.BloomEffect(options)
effect = new BloomEffect(options)
break
case 'dof' :
effect = new PP.DepthOfFieldEffect(effectPass.composer.renderer, options)
effect = new DepthOfFieldEffect(effectPass.composer.renderer, options)
break
case 'godrays' :
effect = createGodraysEffect(effectPass, options)
@ -73,8 +73,8 @@ function createEffect(effectPass, type, options, assets) {
function createSmaaEffect(options, assets) {
const { smaaSearch, smaaArea } = assets
const params = [options.preset ?? PP.SMAAPreset.HIGH, options.edgeDetectionMode ?? PP.EdgeDetectionMode.COLOR]
return new PP.SMAAEffect(smaaSearch, smaaArea, ...params)
const params = [options.preset ?? SMAAPreset.HIGH, options.edgeDetectionMode ?? EdgeDetectionMode.COLOR]
return new SMAAEffect(smaaSearch, smaaArea, ...params)
}
function createGodraysEffect(effectPass, options) {
@ -92,5 +92,5 @@ function createGodraysEffect(effectPass, options) {
return
}
return new PP.GodRaysEffect(effectPass.composer.renderer.camera, lightSourceComp.mesh, opts)
return new GodRaysEffect(effectPass.composer.renderer.camera, lightSourceComp.mesh, opts)
}