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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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378 lines
8.2 KiB
378 lines
8.2 KiB
import { |
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AdditiveBlending, |
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Box2, |
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BufferGeometry, |
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Color, |
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FramebufferTexture, |
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InterleavedBuffer, |
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InterleavedBufferAttribute, |
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Mesh, |
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MeshBasicMaterial, |
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RGBFormat, |
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RawShaderMaterial, |
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Vector2, |
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Vector3, |
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Vector4 |
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} from 'three'; |
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class Lensflare extends Mesh { |
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constructor() { |
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super( Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) ); |
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this.type = 'Lensflare'; |
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this.frustumCulled = false; |
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this.renderOrder = Infinity; |
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// |
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const positionScreen = new Vector3(); |
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const positionView = new Vector3(); |
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// textures |
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const tempMap = new FramebufferTexture( 16, 16, RGBFormat ); |
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const occlusionMap = new FramebufferTexture( 16, 16, RGBFormat ); |
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// material |
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const geometry = Lensflare.Geometry; |
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const material1a = new RawShaderMaterial( { |
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uniforms: { |
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'scale': { value: null }, |
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'screenPosition': { value: null } |
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}, |
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vertexShader: /* glsl */` |
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precision highp float; |
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uniform vec3 screenPosition; |
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uniform vec2 scale; |
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attribute vec3 position; |
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void main() { |
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gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 ); |
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}`, |
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fragmentShader: /* glsl */` |
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precision highp float; |
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void main() { |
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gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 ); |
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}`, |
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depthTest: true, |
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depthWrite: false, |
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transparent: false |
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} ); |
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const material1b = new RawShaderMaterial( { |
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uniforms: { |
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'map': { value: tempMap }, |
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'scale': { value: null }, |
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'screenPosition': { value: null } |
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}, |
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vertexShader: /* glsl */` |
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precision highp float; |
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uniform vec3 screenPosition; |
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uniform vec2 scale; |
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attribute vec3 position; |
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attribute vec2 uv; |
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varying vec2 vUV; |
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void main() { |
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vUV = uv; |
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gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 ); |
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}`, |
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fragmentShader: /* glsl */` |
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precision highp float; |
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uniform sampler2D map; |
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varying vec2 vUV; |
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void main() { |
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gl_FragColor = texture2D( map, vUV ); |
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}`, |
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depthTest: false, |
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depthWrite: false, |
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transparent: false |
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} ); |
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// the following object is used for occlusionMap generation |
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const mesh1 = new Mesh( geometry, material1a ); |
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// |
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const elements = []; |
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const shader = LensflareElement.Shader; |
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const material2 = new RawShaderMaterial( { |
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uniforms: { |
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'map': { value: null }, |
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'occlusionMap': { value: occlusionMap }, |
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'color': { value: new Color( 0xffffff ) }, |
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'scale': { value: new Vector2() }, |
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'screenPosition': { value: new Vector3() } |
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}, |
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vertexShader: shader.vertexShader, |
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fragmentShader: shader.fragmentShader, |
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blending: AdditiveBlending, |
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transparent: true, |
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depthWrite: false |
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} ); |
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const mesh2 = new Mesh( geometry, material2 ); |
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this.addElement = function ( element ) { |
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elements.push( element ); |
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}; |
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// |
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const scale = new Vector2(); |
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const screenPositionPixels = new Vector2(); |
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const validArea = new Box2(); |
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const viewport = new Vector4(); |
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this.onBeforeRender = function ( renderer, scene, camera ) { |
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renderer.getCurrentViewport( viewport ); |
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const invAspect = viewport.w / viewport.z; |
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const halfViewportWidth = viewport.z / 2.0; |
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const halfViewportHeight = viewport.w / 2.0; |
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let size = 16 / viewport.w; |
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scale.set( size * invAspect, size ); |
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validArea.min.set( viewport.x, viewport.y ); |
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validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); |
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// calculate position in screen space |
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positionView.setFromMatrixPosition( this.matrixWorld ); |
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positionView.applyMatrix4( camera.matrixWorldInverse ); |
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if ( positionView.z > 0 ) return; // lensflare is behind the camera |
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positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix ); |
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// horizontal and vertical coordinate of the lower left corner of the pixels to copy |
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screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8; |
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screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8; |
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// screen cull |
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if ( validArea.containsPoint( screenPositionPixels ) ) { |
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// save current RGB to temp texture |
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renderer.copyFramebufferToTexture( screenPositionPixels, tempMap ); |
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// render pink quad |
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let uniforms = material1a.uniforms; |
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uniforms[ 'scale' ].value = scale; |
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uniforms[ 'screenPosition' ].value = positionScreen; |
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renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null ); |
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// copy result to occlusionMap |
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renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap ); |
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// restore graphics |
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uniforms = material1b.uniforms; |
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uniforms[ 'scale' ].value = scale; |
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uniforms[ 'screenPosition' ].value = positionScreen; |
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renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null ); |
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// render elements |
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const vecX = - positionScreen.x * 2; |
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const vecY = - positionScreen.y * 2; |
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for ( let i = 0, l = elements.length; i < l; i ++ ) { |
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const element = elements[ i ]; |
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const uniforms = material2.uniforms; |
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uniforms[ 'color' ].value.copy( element.color ); |
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uniforms[ 'map' ].value = element.texture; |
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uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance; |
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uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance; |
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size = element.size / viewport.w; |
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const invAspect = viewport.w / viewport.z; |
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uniforms[ 'scale' ].value.set( size * invAspect, size ); |
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material2.uniformsNeedUpdate = true; |
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renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null ); |
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} |
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} |
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}; |
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this.dispose = function () { |
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material1a.dispose(); |
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material1b.dispose(); |
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material2.dispose(); |
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tempMap.dispose(); |
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occlusionMap.dispose(); |
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for ( let i = 0, l = elements.length; i < l; i ++ ) { |
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elements[ i ].texture.dispose(); |
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} |
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}; |
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} |
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} |
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Lensflare.prototype.isLensflare = true; |
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// |
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class LensflareElement { |
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constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) { |
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this.texture = texture; |
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this.size = size; |
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this.distance = distance; |
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this.color = color; |
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} |
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} |
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LensflareElement.Shader = { |
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uniforms: { |
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'map': { value: null }, |
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'occlusionMap': { value: null }, |
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'color': { value: null }, |
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'scale': { value: null }, |
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'screenPosition': { value: null } |
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}, |
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vertexShader: /* glsl */` |
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precision highp float; |
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uniform vec3 screenPosition; |
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uniform vec2 scale; |
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uniform sampler2D occlusionMap; |
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attribute vec3 position; |
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attribute vec2 uv; |
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varying vec2 vUV; |
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varying float vVisibility; |
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void main() { |
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vUV = uv; |
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vec2 pos = position.xy; |
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vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ); |
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) ); |
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vVisibility = visibility.r / 9.0; |
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vVisibility *= 1.0 - visibility.g / 9.0; |
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vVisibility *= visibility.b / 9.0; |
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gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 ); |
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}`, |
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fragmentShader: /* glsl */` |
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precision highp float; |
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uniform sampler2D map; |
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uniform vec3 color; |
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varying vec2 vUV; |
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varying float vVisibility; |
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void main() { |
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vec4 texture = texture2D( map, vUV ); |
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texture.a *= vVisibility; |
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gl_FragColor = texture; |
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gl_FragColor.rgb *= color; |
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}` |
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}; |
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Lensflare.Geometry = ( function () { |
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const geometry = new BufferGeometry(); |
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const float32Array = new Float32Array( [ |
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- 1, - 1, 0, 0, 0, |
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1, - 1, 0, 1, 0, |
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1, 1, 0, 1, 1, |
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- 1, 1, 0, 0, 1 |
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] ); |
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const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); |
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geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); |
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geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); |
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geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); |
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return geometry; |
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} )(); |
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export { Lensflare, LensflareElement };
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