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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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321 lines
11 KiB
321 lines
11 KiB
import * as THREE from 'three'; |
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import { potpack } from '../libs/potpack.module.js'; |
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/** |
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* Progressive Light Map Accumulator, by [zalo](https://github.com/zalo/) |
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* |
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* To use, simply construct a `ProgressiveLightMap` object, |
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* `plmap.addObjectsToLightMap(object)` an array of semi-static |
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* objects and lights to the class once, and then call |
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* `plmap.update(camera)` every frame to begin accumulating |
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* lighting samples. |
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* |
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* This should begin accumulating lightmaps which apply to |
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* your objects, so you can start jittering lighting to achieve |
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* the texture-space effect you're looking for. |
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* |
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* @param {WebGLRenderer} renderer A WebGL Rendering Context |
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* @param {number} res The side-long dimension of you total lightmap |
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*/ |
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class ProgressiveLightMap { |
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constructor( renderer, res = 1024 ) { |
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this.renderer = renderer; |
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this.res = res; |
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this.lightMapContainers = []; |
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this.compiled = false; |
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this.scene = new THREE.Scene(); |
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this.scene.background = null; |
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this.tinyTarget = new THREE.WebGLRenderTarget( 1, 1 ); |
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this.buffer1Active = false; |
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this.firstUpdate = true; |
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this.warned = false; |
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// Create the Progressive LightMap Texture |
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const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.HalfFloatType : THREE.FloatType; |
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this.progressiveLightMap1 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } ); |
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this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } ); |
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// Inject some spicy new logic into a standard phong material |
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this.uvMat = new THREE.MeshPhongMaterial(); |
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this.uvMat.uniforms = {}; |
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this.uvMat.onBeforeCompile = ( shader ) => { |
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// Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions |
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shader.vertexShader = |
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'#define USE_LIGHTMAP\n' + |
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shader.vertexShader.slice( 0, - 1 ) + |
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' gl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }'; |
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// Fragment Shader: Set Pixels to average in the Previous frame's Shadows |
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const bodyStart = shader.fragmentShader.indexOf( 'void main() {' ); |
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shader.fragmentShader = |
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'varying vec2 vUv2;\n' + |
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shader.fragmentShader.slice( 0, bodyStart ) + |
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' uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n' + |
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shader.fragmentShader.slice( bodyStart - 1, - 1 ) + |
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`\nvec3 texelOld = texture2D(previousShadowMap, vUv2).rgb; |
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gl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow); |
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}`; |
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// Set the Previous Frame's Texture Buffer and Averaging Window |
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shader.uniforms.previousShadowMap = { value: this.progressiveLightMap1.texture }; |
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shader.uniforms.averagingWindow = { value: 100 }; |
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this.uvMat.uniforms = shader.uniforms; |
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// Set the new Shader to this |
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this.uvMat.userData.shader = shader; |
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this.compiled = true; |
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}; |
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} |
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/** |
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* Sets these objects' materials' lightmaps and modifies their uv2's. |
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* @param {Object3D} objects An array of objects and lights to set up your lightmap. |
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*/ |
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addObjectsToLightMap( objects ) { |
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// Prepare list of UV bounding boxes for packing later... |
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this.uv_boxes = []; const padding = 3 / this.res; |
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for ( let ob = 0; ob < objects.length; ob ++ ) { |
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const object = objects[ ob ]; |
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// If this object is a light, simply add it to the internal scene |
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if ( object.isLight ) { |
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this.scene.attach( object ); continue; |
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} |
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if ( ! object.geometry.hasAttribute( 'uv' ) ) { |
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console.warn( 'All lightmap objects need UVs!' ); continue; |
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} |
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if ( this.blurringPlane == null ) { |
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this._initializeBlurPlane( this.res, this.progressiveLightMap1 ); |
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} |
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// Apply the lightmap to the object |
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object.material.lightMap = this.progressiveLightMap2.texture; |
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object.material.dithering = true; |
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object.castShadow = true; |
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object.receiveShadow = true; |
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object.renderOrder = 1000 + ob; |
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// Prepare UV boxes for potpack |
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// TODO: Size these by object surface area |
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this.uv_boxes.push( { w: 1 + ( padding * 2 ), |
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h: 1 + ( padding * 2 ), index: ob } ); |
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this.lightMapContainers.push( { basicMat: object.material, object: object } ); |
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this.compiled = false; |
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} |
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// Pack the objects' lightmap UVs into the same global space |
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const dimensions = potpack( this.uv_boxes ); |
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this.uv_boxes.forEach( ( box ) => { |
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const uv2 = objects[ box.index ].geometry.getAttribute( 'uv' ).clone(); |
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for ( let i = 0; i < uv2.array.length; i += uv2.itemSize ) { |
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uv2.array[ i ] = ( uv2.array[ i ] + box.x + padding ) / dimensions.w; |
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uv2.array[ i + 1 ] = ( uv2.array[ i + 1 ] + box.y + padding ) / dimensions.h; |
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} |
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objects[ box.index ].geometry.setAttribute( 'uv2', uv2 ); |
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objects[ box.index ].geometry.getAttribute( 'uv2' ).needsUpdate = true; |
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} ); |
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} |
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/** |
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* This function renders each mesh one at a time into their respective surface maps |
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* @param {Camera} camera Standard Rendering Camera |
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* @param {number} blendWindow When >1, samples will accumulate over time. |
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* @param {boolean} blurEdges Whether to fix UV Edges via blurring |
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*/ |
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update( camera, blendWindow = 100, blurEdges = true ) { |
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if ( this.blurringPlane == null ) { |
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return; |
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} |
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// Store the original Render Target |
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const oldTarget = this.renderer.getRenderTarget(); |
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// The blurring plane applies blur to the seams of the lightmap |
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this.blurringPlane.visible = blurEdges; |
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// Steal the Object3D from the real world to our special dimension |
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for ( let l = 0; l < this.lightMapContainers.length; l ++ ) { |
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this.lightMapContainers[ l ].object.oldScene = |
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this.lightMapContainers[ l ].object.parent; |
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this.scene.attach( this.lightMapContainers[ l ].object ); |
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} |
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// Render once normally to initialize everything |
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if ( this.firstUpdate ) { |
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this.renderer.setRenderTarget( this.tinyTarget ); // Tiny for Speed |
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this.renderer.render( this.scene, camera ); |
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this.firstUpdate = false; |
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} |
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// Set each object's material to the UV Unwrapped Surface Mapping Version |
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for ( let l = 0; l < this.lightMapContainers.length; l ++ ) { |
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this.uvMat.uniforms.averagingWindow = { value: blendWindow }; |
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this.lightMapContainers[ l ].object.material = this.uvMat; |
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this.lightMapContainers[ l ].object.oldFrustumCulled = |
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this.lightMapContainers[ l ].object.frustumCulled; |
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this.lightMapContainers[ l ].object.frustumCulled = false; |
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} |
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// Ping-pong two surface buffers for reading/writing |
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const activeMap = this.buffer1Active ? this.progressiveLightMap1 : this.progressiveLightMap2; |
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const inactiveMap = this.buffer1Active ? this.progressiveLightMap2 : this.progressiveLightMap1; |
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// Render the object's surface maps |
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this.renderer.setRenderTarget( activeMap ); |
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this.uvMat.uniforms.previousShadowMap = { value: inactiveMap.texture }; |
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this.blurringPlane.material.uniforms.previousShadowMap = { value: inactiveMap.texture }; |
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this.buffer1Active = ! this.buffer1Active; |
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this.renderer.render( this.scene, camera ); |
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// Restore the object's Real-time Material and add it back to the original world |
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for ( let l = 0; l < this.lightMapContainers.length; l ++ ) { |
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this.lightMapContainers[ l ].object.frustumCulled = |
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this.lightMapContainers[ l ].object.oldFrustumCulled; |
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this.lightMapContainers[ l ].object.material = this.lightMapContainers[ l ].basicMat; |
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this.lightMapContainers[ l ].object.oldScene.attach( this.lightMapContainers[ l ].object ); |
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} |
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// Restore the original Render Target |
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this.renderer.setRenderTarget( oldTarget ); |
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} |
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/** DEBUG |
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* Draw the lightmap in the main scene. Call this after adding the objects to it. |
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* @param {boolean} visible Whether the debug plane should be visible |
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* @param {Vector3} position Where the debug plane should be drawn |
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*/ |
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showDebugLightmap( visible, position = undefined ) { |
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if ( this.lightMapContainers.length == 0 ) { |
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if ( ! this.warned ) { |
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console.warn( 'Call this after adding the objects!' ); this.warned = true; |
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} |
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return; |
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} |
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if ( this.labelMesh == null ) { |
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this.labelMaterial = new THREE.MeshBasicMaterial( |
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{ map: this.progressiveLightMap1.texture, side: THREE.DoubleSide } ); |
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this.labelPlane = new THREE.PlaneGeometry( 100, 100 ); |
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this.labelMesh = new THREE.Mesh( this.labelPlane, this.labelMaterial ); |
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this.labelMesh.position.y = 250; |
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this.lightMapContainers[ 0 ].object.parent.add( this.labelMesh ); |
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} |
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if ( position != undefined ) { |
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this.labelMesh.position.copy( position ); |
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} |
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this.labelMesh.visible = visible; |
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} |
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/** |
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* INTERNAL Creates the Blurring Plane |
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* @param {number} res The square resolution of this object's lightMap. |
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* @param {WebGLRenderTexture} lightMap The lightmap to initialize the plane with. |
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*/ |
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_initializeBlurPlane( res, lightMap = null ) { |
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const blurMaterial = new THREE.MeshBasicMaterial(); |
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blurMaterial.uniforms = { previousShadowMap: { value: null }, |
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pixelOffset: { value: 1.0 / res }, |
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polygonOffset: true, polygonOffsetFactor: - 1, polygonOffsetUnits: 3.0 }; |
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blurMaterial.onBeforeCompile = ( shader ) => { |
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// Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions |
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shader.vertexShader = |
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'#define USE_UV\n' + |
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shader.vertexShader.slice( 0, - 1 ) + |
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' gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }'; |
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// Fragment Shader: Set Pixels to 9-tap box blur the current frame's Shadows |
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const bodyStart = shader.fragmentShader.indexOf( 'void main() {' ); |
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shader.fragmentShader = |
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'#define USE_UV\n' + |
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shader.fragmentShader.slice( 0, bodyStart ) + |
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' uniform sampler2D previousShadowMap;\n uniform float pixelOffset;\n' + |
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shader.fragmentShader.slice( bodyStart - 1, - 1 ) + |
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` gl_FragColor.rgb = ( |
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texture2D(previousShadowMap, vUv + vec2( pixelOffset, 0.0 )).rgb + |
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texture2D(previousShadowMap, vUv + vec2( 0.0 , pixelOffset)).rgb + |
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texture2D(previousShadowMap, vUv + vec2( 0.0 , -pixelOffset)).rgb + |
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texture2D(previousShadowMap, vUv + vec2(-pixelOffset, 0.0 )).rgb + |
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texture2D(previousShadowMap, vUv + vec2( pixelOffset, pixelOffset)).rgb + |
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texture2D(previousShadowMap, vUv + vec2(-pixelOffset, pixelOffset)).rgb + |
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texture2D(previousShadowMap, vUv + vec2( pixelOffset, -pixelOffset)).rgb + |
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texture2D(previousShadowMap, vUv + vec2(-pixelOffset, -pixelOffset)).rgb)/8.0; |
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}`; |
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// Set the LightMap Accumulation Buffer |
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shader.uniforms.previousShadowMap = { value: lightMap.texture }; |
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shader.uniforms.pixelOffset = { value: 0.5 / res }; |
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blurMaterial.uniforms = shader.uniforms; |
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// Set the new Shader to this |
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blurMaterial.userData.shader = shader; |
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this.compiled = true; |
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}; |
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this.blurringPlane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), blurMaterial ); |
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this.blurringPlane.name = 'Blurring Plane'; |
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this.blurringPlane.frustumCulled = false; |
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this.blurringPlane.renderOrder = 0; |
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this.blurringPlane.material.depthWrite = false; |
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this.scene.add( this.blurringPlane ); |
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} |
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} |
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export { ProgressiveLightMap };
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