10 examples of 'useeffect before render' in JavaScript

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312viewEffect() {
313 this.effectComposer.render(this.renderer, this.effectPack, true);
314}
12PostRender (ctx: minerva.core.render.RenderContext) {
13}
42render(engine: RenderGraphBackEnd, enableGraphDebugging: boolean = false) {
43 this.passes.forEach((pass, index) => {
44 const output = pass.outputTarget;
45 output.updateSize(engine);
46 let framebuffer: Nullable = null;
47
48 if (!output.isScreenNode) {
49 framebuffer = this.keptFramebuffer.get(output)!
50 if (framebuffer === undefined) {
51 framebuffer = this.framebufferPool.requestFramebuffer(output)
52 }
53 }
54
55 pass.uniformRenderTargetNodeMap.forEach((targetDepend, uniformName) => {
56 let inputFBO = this.keptFramebuffer.get(targetDepend);
57
58 // if input not exist, its never initialized(empty fbo). created now!
59 if (inputFBO === undefined) {
60 targetDepend.updateSize(engine);
61 inputFBO = this.framebufferPool.requestFramebuffer(targetDepend)
62 this.keptFramebuffer.set(targetDepend, inputFBO);
63 }
64
65 pass.uniformNameFBOMap.set(uniformName, inputFBO.name)
66 })
67
68 if (!this.hasAllPassIsValidChecked) {
69 pass.checkIsValid();
70 }
71
72
73 pass.passNode._beforePassExecute.notifyObservers(pass.passNode);
74
75 pass.execute(engine, framebuffer, enableGraphDebugging);
76
77 pass.passNode._afterPassExecute.notifyObservers(pass.passNode);
78
79 if (!output.isScreenNode) {
80 this.keptFramebuffer.set(output, framebuffer!);
81 }
82
83 output._afterContentReceived.notifyObservers(output);
84
85 this.framebufferDropList[index].forEach(target => {
86 this.framebufferPool.returnFramebuffer(this.keptFramebuffer.get(target)!)
87 this.keptFramebuffer.delete(target)
88 })
89
90 });
91 this.hasAllPassIsValidChecked = true;
92}
32_applyEffect() {
33 super._applyEffect();
34 const player = this.game.player;
35 this.effectTypes.forEach((effectType) => {
36 const amount = this._getAmountForEffect(effectType);
37 if(amount !== null) {
38 const event = Mediator.publish(EffectItemMessages.APPLY, {
39 source: this.entity,
40 effectType: effectType,
41 amount: amount
42 });
43 if(event.process) {
44 switch (event.args.effectType) {
45 case ItemEffectType.HEALTH:
46 player.increaseHealth(event.args.amount);
47 break;
48 case ItemEffectType.POINTS:
49 player.increasePoints(event.args.amount);
50 break;
51 case ItemEffectType.MONEY:
52 player.increaseMoney(event.args.amount);
53 break;
54 }
55 }
56 }
57 });
58}
51function Effect() {
52 const { gl, scene, camera, size } = useThree()
53
54 const [bloom, final] = useMemo(() => {
55 const renderScene = new RenderPass(scene, camera)
56
57 const comp = new EffectComposer(gl)
58 comp.renderToScreen = false
59 comp.addPass(renderScene)
60 comp.addPass(new UnrealBloomPass(new THREE.Vector2(size.width, size.height), 1.25, 1, 0))
61
62 const finalComposer = new EffectComposer(gl)
63 finalComposer.addPass(renderScene)
64 const finalPass = new ShaderPass(
65 new THREE.ShaderMaterial({
66 uniforms: { baseTexture: { value: null }, bloomTexture: { value: comp.renderTarget2.texture } },
67 vertexShader:
68 'varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }',
69 fragmentShader:
70 'uniform sampler2D baseTexture; uniform sampler2D bloomTexture; varying vec2 vUv; vec4 getTexture( sampler2D texelToLinearTexture ) { return mapTexelToLinear( texture2D( texelToLinearTexture , vUv ) ); } void main() { gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) ); }',
71 }),
72 'baseTexture'
73 )
74 finalPass.needsSwap = true
75 finalComposer.addPass(finalPass)
76
77 const fxaa = new ShaderPass(FXAAShader)
78 fxaa.material.uniforms['resolution'].value.x = 1 / size.width
79 fxaa.material.uniforms['resolution'].value.y = 1 / size.height
80 finalComposer.addPass(fxaa)
81
82 return [comp, finalComposer]
83 }, [])
84
85 useEffect(() => {
86 bloom.setSize(size.width, size.height)
87 final.setSize(size.width, size.height)
88 }, [bloom, final, size])
89
90 useFrame(() => {
91 // https://github.com/mrdoob/three.js/blob/master/examples/webgl_postprocessing_unreal_bloom_selective.html
92 // this seems kinda dirty, it mutates the scene and overwrites materials
93 scene.traverse(darkenNonBloomed)
94 bloom.render()
95 scene.traverse(restoreMaterial)
96 // then writes the normal scene on top
97 final.render()
98 }, 1)
99 return null
100}
435function updateEffectFn(camera)
436{
437 // Custom update effect to project particles in world space
438 var techniqueParameters = this.techniqueParameters;
439 techniqueParameters.worldViewProjection = camera.viewProjectionMatrix;
440
441 // As we update the geometry we need to propagate the changes to the drawParameters.
442 this.drawParameters[0].firstIndex = this.surface.first;
443 this.drawParameters[0].count = this.surface.numIndices;
444}
88export function useLayoutEffect(effect: Effect, arg?: TArg) {
89 useEffectInternal(true, effect, arg)
90}
112effect() {
113 if (this.length > 0) {
114 this.length--;
115 this.owner.hp = this.savedHP;
116 if (this.length === 0) {
117 this.savedHP = 0;
118 this.owner.attackBuff -= this.bonus;
119 this.owner.update();
120 }
121 }
122}
19onEffect(effect) {
20 var {canvas} = this.state;
21 canvas.deactivateAll();
22 var overlayImageUrl = canvas.toDataURL('png');
23 var imageDOM = ReactDOM.findDOMNode(this.imageBuffer);
24 imageDOM.setAttribute('src', overlayImageUrl);
25 imageDOM.setAttribute('crossOrigin', 'anonymous');
26 var filterImageUrl = imageDOM.getAttribute('src');
27 // patch fabric for cross domain image jazz
28
29 fabric.Image.fromURL(filterImageUrl, function(img) {
30 switch (effect) {
31 case 'grayscale':
32 img.filters.push(new fabric.Image.filters.Grayscale());
33 break;
34 case 'sepia':
35 img.filters.push(new fabric.Image.filters.Sepia());
36 break;
37 case 'sepia2':
38 img.filters.push(new fabric.Image.filters.Sepia2());
39 break;
40 case 'invert':
41 img.filters.push(new fabric.Image.filters.Invert());
42 break;
43 }
44 img.applyFilters(canvas.renderAll.bind(canvas));
45 canvas.add(img);
46 }, {
47 crossOrigin: 'anonymous'
48 });
49 canvas.deactivateAll().renderAll();
50}
51PreRender (ctx: minerva.core.render.RenderContext) {
52 var color = this.Color;
53 var opacity = color.A * this.Opacity;
54
55 var radius = Math.min(this.BlurRadius, DropShadowEffect.MAX_BLUR_RADIUS);
56 var depth = Math.min(Math.max(0, this.ShadowDepth), DropShadowEffect.MAX_SHADOW_DEPTH);
57 var direction = this.Direction * Math.PI / 180.0;
58 var offsetX = Math.cos(direction) * depth;
59 var offsetY = -Math.sin(direction) * depth;
60
61 var raw = ctx.raw;
62 raw.shadowColor = "rgba(" + color.R + "," + color.G + "," + color.B + "," + opacity + ")";
63 raw.shadowBlur = radius;
64 raw.shadowOffsetX = offsetX;
65 raw.shadowOffsetY = offsetY;
66}

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