Dies ist das Repository meines kleinen Portfolios.
Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
213 lines
6.9 KiB
213 lines
6.9 KiB
( function () { |
|
|
|
class Reflector extends THREE.Mesh { |
|
|
|
constructor( geometry, options = {} ) { |
|
|
|
super( geometry ); |
|
this.type = 'Reflector'; |
|
const scope = this; |
|
const color = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F ); |
|
const textureWidth = options.textureWidth || 512; |
|
const textureHeight = options.textureHeight || 512; |
|
const clipBias = options.clipBias || 0; |
|
const shader = options.shader || Reflector.ReflectorShader; // |
|
|
|
const reflectorPlane = new THREE.Plane(); |
|
const normal = new THREE.Vector3(); |
|
const reflectorWorldPosition = new THREE.Vector3(); |
|
const cameraWorldPosition = new THREE.Vector3(); |
|
const rotationMatrix = new THREE.Matrix4(); |
|
const lookAtPosition = new THREE.Vector3( 0, 0, - 1 ); |
|
const clipPlane = new THREE.Vector4(); |
|
const view = new THREE.Vector3(); |
|
const target = new THREE.Vector3(); |
|
const q = new THREE.Vector4(); |
|
const textureMatrix = new THREE.Matrix4(); |
|
const virtualCamera = new THREE.PerspectiveCamera(); |
|
const parameters = { |
|
minFilter: THREE.LinearFilter, |
|
magFilter: THREE.LinearFilter, |
|
format: THREE.RGBFormat |
|
}; |
|
const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); |
|
|
|
if ( ! THREE.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.isPowerOfTwo( textureHeight ) ) { |
|
|
|
renderTarget.texture.generateMipmaps = false; |
|
|
|
} |
|
|
|
const material = new THREE.ShaderMaterial( { |
|
uniforms: THREE.UniformsUtils.clone( shader.uniforms ), |
|
fragmentShader: shader.fragmentShader, |
|
vertexShader: shader.vertexShader |
|
} ); |
|
material.uniforms[ 'tDiffuse' ].value = renderTarget.texture; |
|
material.uniforms[ 'color' ].value = color; |
|
material.uniforms[ 'textureMatrix' ].value = textureMatrix; |
|
this.material = material; |
|
|
|
this.onBeforeRender = function ( renderer, scene, camera ) { |
|
|
|
reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld ); |
|
cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); |
|
rotationMatrix.extractRotation( scope.matrixWorld ); |
|
normal.set( 0, 0, 1 ); |
|
normal.applyMatrix4( rotationMatrix ); |
|
view.subVectors( reflectorWorldPosition, cameraWorldPosition ); // Avoid rendering when reflector is facing away |
|
|
|
if ( view.dot( normal ) > 0 ) return; |
|
view.reflect( normal ).negate(); |
|
view.add( reflectorWorldPosition ); |
|
rotationMatrix.extractRotation( camera.matrixWorld ); |
|
lookAtPosition.set( 0, 0, - 1 ); |
|
lookAtPosition.applyMatrix4( rotationMatrix ); |
|
lookAtPosition.add( cameraWorldPosition ); |
|
target.subVectors( reflectorWorldPosition, lookAtPosition ); |
|
target.reflect( normal ).negate(); |
|
target.add( reflectorWorldPosition ); |
|
virtualCamera.position.copy( view ); |
|
virtualCamera.up.set( 0, 1, 0 ); |
|
virtualCamera.up.applyMatrix4( rotationMatrix ); |
|
virtualCamera.up.reflect( normal ); |
|
virtualCamera.lookAt( target ); |
|
virtualCamera.far = camera.far; // Used in WebGLBackground |
|
|
|
virtualCamera.updateMatrixWorld(); |
|
virtualCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix |
|
|
|
textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ); |
|
textureMatrix.multiply( virtualCamera.projectionMatrix ); |
|
textureMatrix.multiply( virtualCamera.matrixWorldInverse ); |
|
textureMatrix.multiply( scope.matrixWorld ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html |
|
// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf |
|
|
|
reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition ); |
|
reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse ); |
|
clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant ); |
|
const projectionMatrix = virtualCamera.projectionMatrix; |
|
q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ]; |
|
q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ]; |
|
q.z = - 1.0; |
|
q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector |
|
|
|
clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix |
|
|
|
projectionMatrix.elements[ 2 ] = clipPlane.x; |
|
projectionMatrix.elements[ 6 ] = clipPlane.y; |
|
projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias; |
|
projectionMatrix.elements[ 14 ] = clipPlane.w; // Render |
|
|
|
renderTarget.texture.encoding = renderer.outputEncoding; |
|
scope.visible = false; |
|
const currentRenderTarget = renderer.getRenderTarget(); |
|
const currentXrEnabled = renderer.xr.enabled; |
|
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; |
|
renderer.xr.enabled = false; // Avoid camera modification |
|
|
|
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows |
|
|
|
renderer.setRenderTarget( renderTarget ); |
|
renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897 |
|
|
|
if ( renderer.autoClear === false ) renderer.clear(); |
|
renderer.render( scene, virtualCamera ); |
|
renderer.xr.enabled = currentXrEnabled; |
|
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; |
|
renderer.setRenderTarget( currentRenderTarget ); // Restore viewport |
|
|
|
const viewport = camera.viewport; |
|
|
|
if ( viewport !== undefined ) { |
|
|
|
renderer.state.viewport( viewport ); |
|
|
|
} |
|
|
|
scope.visible = true; |
|
|
|
}; |
|
|
|
this.getRenderTarget = function () { |
|
|
|
return renderTarget; |
|
|
|
}; |
|
|
|
this.dispose = function () { |
|
|
|
renderTarget.dispose(); |
|
scope.material.dispose(); |
|
|
|
}; |
|
|
|
} |
|
|
|
} |
|
|
|
Reflector.prototype.isReflector = true; |
|
Reflector.ReflectorShader = { |
|
uniforms: { |
|
'color': { |
|
value: null |
|
}, |
|
'tDiffuse': { |
|
value: null |
|
}, |
|
'textureMatrix': { |
|
value: null |
|
} |
|
}, |
|
vertexShader: |
|
/* glsl */ |
|
` |
|
uniform mat4 textureMatrix; |
|
varying vec4 vUv; |
|
|
|
#include <common> |
|
#include <logdepthbuf_pars_vertex> |
|
|
|
void main() { |
|
|
|
vUv = textureMatrix * vec4( position, 1.0 ); |
|
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
|
|
|
#include <logdepthbuf_vertex> |
|
|
|
}`, |
|
fragmentShader: |
|
/* glsl */ |
|
` |
|
uniform vec3 color; |
|
uniform sampler2D tDiffuse; |
|
varying vec4 vUv; |
|
|
|
#include <logdepthbuf_pars_fragment> |
|
|
|
float blendOverlay( float base, float blend ) { |
|
|
|
return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) ); |
|
|
|
} |
|
|
|
vec3 blendOverlay( vec3 base, vec3 blend ) { |
|
|
|
return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) ); |
|
|
|
} |
|
|
|
void main() { |
|
|
|
#include <logdepthbuf_fragment> |
|
|
|
vec4 base = texture2DProj( tDiffuse, vUv ); |
|
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 ); |
|
|
|
}` |
|
}; |
|
|
|
THREE.Reflector = Reflector; |
|
|
|
} )();
|
|
|