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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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130 lines
2.8 KiB
130 lines
2.8 KiB
import { |
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Mesh, |
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ShaderMaterial, |
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SphereGeometry |
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} from 'three'; |
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class LightProbeHelper extends Mesh { |
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constructor( lightProbe, size ) { |
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const material = new ShaderMaterial( { |
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type: 'LightProbeHelperMaterial', |
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uniforms: { |
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sh: { value: lightProbe.sh.coefficients }, // by reference |
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intensity: { value: lightProbe.intensity } |
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}, |
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vertexShader: [ |
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'varying vec3 vNormal;', |
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'void main() {', |
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' vNormal = normalize( normalMatrix * normal );', |
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', |
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'}', |
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].join( '\n' ), |
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fragmentShader: [ |
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'#define RECIPROCAL_PI 0.318309886', |
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'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {', |
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' // matrix is assumed to be orthogonal', |
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' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );', |
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'}', |
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'// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf', |
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'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {', |
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' // normal is assumed to have unit length', |
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' float x = normal.x, y = normal.y, z = normal.z;', |
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' // band 0', |
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' vec3 result = shCoefficients[ 0 ] * 0.886227;', |
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' // band 1', |
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' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;', |
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' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;', |
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' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;', |
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' // band 2', |
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' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;', |
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' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;', |
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' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );', |
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' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;', |
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' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );', |
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' return result;', |
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'}', |
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'uniform vec3 sh[ 9 ]; // sh coefficients', |
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'uniform float intensity; // light probe intensity', |
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'varying vec3 vNormal;', |
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'void main() {', |
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' vec3 normal = normalize( vNormal );', |
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' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );', |
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' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );', |
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' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;', |
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' gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) );', |
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'}' |
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].join( '\n' ) |
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} ); |
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const geometry = new SphereGeometry( 1, 32, 16 ); |
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super( geometry, material ); |
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this.lightProbe = lightProbe; |
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this.size = size; |
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this.type = 'LightProbeHelper'; |
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this.onBeforeRender(); |
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} |
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dispose() { |
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this.geometry.dispose(); |
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this.material.dispose(); |
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} |
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onBeforeRender() { |
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this.position.copy( this.lightProbe.position ); |
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this.scale.set( 1, 1, 1 ).multiplyScalar( this.size ); |
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this.material.uniforms.intensity.value = this.lightProbe.intensity; |
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} |
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} |
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export { LightProbeHelper };
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