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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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180 lines
5.4 KiB
180 lines
5.4 KiB
( function () { |
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/** |
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* This is a helper for visualising a given light's shadow map. |
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* It works for shadow casting lights: DirectionalLight and SpotLight. |
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* It renders out the shadow map and displays it on a HUD. |
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* |
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* Example usage: |
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* 1) Import ShadowMapViewer into your app. |
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* |
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* 2) Create a shadow casting light and name it optionally: |
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* let light = new DirectionalLight( 0xffffff, 1 ); |
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* light.castShadow = true; |
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* light.name = 'Sun'; |
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* |
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* 3) Create a shadow map viewer for that light and set its size and position optionally: |
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* let shadowMapViewer = new ShadowMapViewer( light ); |
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* shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256 |
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* shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner) |
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* |
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* 4) Render the shadow map viewer in your render loop: |
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* shadowMapViewer.render( renderer ); |
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* |
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* 5) Optionally: Update the shadow map viewer on window resize: |
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* shadowMapViewer.updateForWindowResize(); |
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* |
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* 6) If you set the position or size members directly, you need to call shadowMapViewer.update(); |
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*/ |
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class ShadowMapViewer { |
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constructor( light ) { |
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//- Internals |
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const scope = this; |
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const doRenderLabel = light.name !== undefined && light.name !== ''; |
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let userAutoClearSetting; //Holds the initial position and dimension of the HUD |
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const frame = { |
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x: 10, |
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y: 10, |
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width: 256, |
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height: 256 |
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}; |
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const camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 ); |
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camera.position.set( 0, 0, 2 ); |
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const scene = new THREE.Scene(); //HUD for shadow map |
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const shader = THREE.UnpackDepthRGBAShader; |
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const uniforms = THREE.UniformsUtils.clone( shader.uniforms ); |
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const material = new THREE.ShaderMaterial( { |
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uniforms: uniforms, |
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vertexShader: shader.vertexShader, |
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fragmentShader: shader.fragmentShader |
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} ); |
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const plane = new THREE.PlaneGeometry( frame.width, frame.height ); |
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const mesh = new THREE.Mesh( plane, material ); |
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scene.add( mesh ); //Label for light's name |
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let labelCanvas, labelMesh; |
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if ( doRenderLabel ) { |
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labelCanvas = document.createElement( 'canvas' ); |
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const context = labelCanvas.getContext( '2d' ); |
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context.font = 'Bold 20px Arial'; |
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const labelWidth = context.measureText( light.name ).width; |
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labelCanvas.width = labelWidth; |
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labelCanvas.height = 25; //25 to account for g, p, etc. |
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context.font = 'Bold 20px Arial'; |
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context.fillStyle = 'rgba( 255, 0, 0, 1 )'; |
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context.fillText( light.name, 0, 20 ); |
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const labelTexture = new THREE.Texture( labelCanvas ); |
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labelTexture.magFilter = THREE.LinearFilter; |
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labelTexture.minFilter = THREE.LinearFilter; |
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labelTexture.needsUpdate = true; |
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const labelMaterial = new THREE.MeshBasicMaterial( { |
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map: labelTexture, |
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side: THREE.DoubleSide |
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} ); |
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labelMaterial.transparent = true; |
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const labelPlane = new THREE.PlaneGeometry( labelCanvas.width, labelCanvas.height ); |
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labelMesh = new THREE.Mesh( labelPlane, labelMaterial ); |
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scene.add( labelMesh ); |
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} |
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function resetPosition() { |
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scope.position.set( scope.position.x, scope.position.y ); |
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} //- API |
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// Set to false to disable displaying this shadow map |
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this.enabled = true; // Set the size of the displayed shadow map on the HUD |
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this.size = { |
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width: frame.width, |
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height: frame.height, |
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set: function ( width, height ) { |
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this.width = width; |
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this.height = height; |
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mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 ); //Reset the position as it is off when we scale stuff |
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resetPosition(); |
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} |
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}; // Set the position of the displayed shadow map on the HUD |
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this.position = { |
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x: frame.x, |
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y: frame.y, |
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set: function ( x, y ) { |
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this.x = x; |
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this.y = y; |
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const width = scope.size.width; |
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const height = scope.size.height; |
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mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 ); |
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if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 ); |
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} |
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}; |
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this.render = function ( renderer ) { |
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if ( this.enabled ) { |
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//Because a light's .shadowMap is only initialised after the first render pass |
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//we have to make sure the correct map is sent into the shader, otherwise we |
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//always end up with the scene's first added shadow casting light's shadowMap |
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//in the shader |
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//See: https://github.com/mrdoob/three.js/issues/5932 |
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uniforms.tDiffuse.value = light.shadow.map.texture; |
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userAutoClearSetting = renderer.autoClear; |
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renderer.autoClear = false; // To allow render overlay |
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renderer.clearDepth(); |
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renderer.render( scene, camera ); |
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renderer.autoClear = userAutoClearSetting; //Restore user's setting |
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} |
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}; |
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this.updateForWindowResize = function () { |
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if ( this.enabled ) { |
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camera.left = window.innerWidth / - 2; |
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camera.right = window.innerWidth / 2; |
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camera.top = window.innerHeight / 2; |
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camera.bottom = window.innerHeight / - 2; |
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camera.updateProjectionMatrix(); |
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this.update(); |
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} |
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}; |
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this.update = function () { |
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this.position.set( this.position.x, this.position.y ); |
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this.size.set( this.size.width, this.size.height ); |
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}; //Force an update to set position/size |
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this.update(); |
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} |
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} |
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THREE.ShadowMapViewer = ShadowMapViewer; |
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} )();
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