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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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212 lines
6.1 KiB
212 lines
6.1 KiB
import { |
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LinearFilter, |
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Mesh, |
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OrthographicCamera, |
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PerspectiveCamera, |
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PlaneGeometry, |
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RGBFormat, |
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Scene, |
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ShaderMaterial, |
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UniformsUtils, |
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WebGLRenderTarget |
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} from 'three'; |
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import { BokehShader } from '../shaders/BokehShader2.js'; |
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import { BokehDepthShader } from '../shaders/BokehShader2.js'; |
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class CinematicCamera extends PerspectiveCamera { |
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constructor( fov, aspect, near, far ) { |
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super( fov, aspect, near, far ); |
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this.type = 'CinematicCamera'; |
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this.postprocessing = { enabled: true }; |
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this.shaderSettings = { |
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rings: 3, |
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samples: 4 |
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}; |
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const depthShader = BokehDepthShader; |
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this.materialDepth = new ShaderMaterial( { |
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uniforms: depthShader.uniforms, |
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vertexShader: depthShader.vertexShader, |
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fragmentShader: depthShader.fragmentShader |
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} ); |
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this.materialDepth.uniforms[ 'mNear' ].value = near; |
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this.materialDepth.uniforms[ 'mFar' ].value = far; |
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// In case of cinematicCamera, having a default lens set is important |
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this.setLens(); |
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this.initPostProcessing(); |
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} |
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// providing fnumber and coc(Circle of Confusion) as extra arguments |
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// In case of cinematicCamera, having a default lens set is important |
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// if fnumber and coc are not provided, cinematicCamera tries to act as a basic PerspectiveCamera |
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setLens( focalLength = 35, filmGauge = 35, fNumber = 8, coc = 0.019 ) { |
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this.filmGauge = filmGauge; |
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this.setFocalLength( focalLength ); |
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this.fNumber = fNumber; |
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this.coc = coc; |
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// fNumber is focalLength by aperture |
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this.aperture = focalLength / this.fNumber; |
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// hyperFocal is required to calculate depthOfField when a lens tries to focus at a distance with given fNumber and focalLength |
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this.hyperFocal = ( focalLength * focalLength ) / ( this.aperture * this.coc ); |
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} |
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linearize( depth ) { |
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const zfar = this.far; |
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const znear = this.near; |
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return - zfar * znear / ( depth * ( zfar - znear ) - zfar ); |
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} |
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smoothstep( near, far, depth ) { |
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const x = this.saturate( ( depth - near ) / ( far - near ) ); |
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return x * x * ( 3 - 2 * x ); |
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} |
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saturate( x ) { |
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return Math.max( 0, Math.min( 1, x ) ); |
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} |
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// function for focusing at a distance from the camera |
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focusAt( focusDistance = 20 ) { |
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const focalLength = this.getFocalLength(); |
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// distance from the camera (normal to frustrum) to focus on |
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this.focus = focusDistance; |
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// the nearest point from the camera which is in focus (unused) |
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this.nearPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal + ( this.focus - focalLength ) ); |
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// the farthest point from the camera which is in focus (unused) |
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this.farPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal - ( this.focus - focalLength ) ); |
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// the gap or width of the space in which is everything is in focus (unused) |
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this.depthOfField = this.farPoint - this.nearPoint; |
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// Considering minimum distance of focus for a standard lens (unused) |
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if ( this.depthOfField < 0 ) this.depthOfField = 0; |
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this.sdistance = this.smoothstep( this.near, this.far, this.focus ); |
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this.ldistance = this.linearize( 1 - this.sdistance ); |
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this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = this.ldistance; |
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} |
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initPostProcessing() { |
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if ( this.postprocessing.enabled ) { |
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this.postprocessing.scene = new Scene(); |
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this.postprocessing.camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 ); |
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this.postprocessing.scene.add( this.postprocessing.camera ); |
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const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat }; |
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this.postprocessing.rtTextureDepth = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars ); |
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this.postprocessing.rtTextureColor = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars ); |
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const bokeh_shader = BokehShader; |
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this.postprocessing.bokeh_uniforms = UniformsUtils.clone( bokeh_shader.uniforms ); |
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this.postprocessing.bokeh_uniforms[ 'tColor' ].value = this.postprocessing.rtTextureColor.texture; |
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this.postprocessing.bokeh_uniforms[ 'tDepth' ].value = this.postprocessing.rtTextureDepth.texture; |
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this.postprocessing.bokeh_uniforms[ 'manualdof' ].value = 0; |
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this.postprocessing.bokeh_uniforms[ 'shaderFocus' ].value = 0; |
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this.postprocessing.bokeh_uniforms[ 'fstop' ].value = 2.8; |
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this.postprocessing.bokeh_uniforms[ 'showFocus' ].value = 1; |
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this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = 0.1; |
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//console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value ); |
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this.postprocessing.bokeh_uniforms[ 'znear' ].value = this.near; |
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this.postprocessing.bokeh_uniforms[ 'zfar' ].value = this.near; |
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this.postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth; |
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this.postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight; |
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this.postprocessing.materialBokeh = new ShaderMaterial( { |
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uniforms: this.postprocessing.bokeh_uniforms, |
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vertexShader: bokeh_shader.vertexShader, |
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fragmentShader: bokeh_shader.fragmentShader, |
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defines: { |
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RINGS: this.shaderSettings.rings, |
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SAMPLES: this.shaderSettings.samples, |
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DEPTH_PACKING: 1 |
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} |
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} ); |
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this.postprocessing.quad = new Mesh( new PlaneGeometry( window.innerWidth, window.innerHeight ), this.postprocessing.materialBokeh ); |
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this.postprocessing.quad.position.z = - 500; |
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this.postprocessing.scene.add( this.postprocessing.quad ); |
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} |
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} |
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renderCinematic( scene, renderer ) { |
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if ( this.postprocessing.enabled ) { |
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const currentRenderTarget = renderer.getRenderTarget(); |
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renderer.clear(); |
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// Render scene into texture |
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scene.overrideMaterial = null; |
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renderer.setRenderTarget( this.postprocessing.rtTextureColor ); |
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renderer.clear(); |
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renderer.render( scene, this ); |
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// Render depth into texture |
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scene.overrideMaterial = this.materialDepth; |
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renderer.setRenderTarget( this.postprocessing.rtTextureDepth ); |
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renderer.clear(); |
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renderer.render( scene, this ); |
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// Render bokeh composite |
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renderer.setRenderTarget( null ); |
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renderer.render( this.postprocessing.scene, this.postprocessing.camera ); |
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renderer.setRenderTarget( currentRenderTarget ); |
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} |
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} |
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} |
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export { CinematicCamera };
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