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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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273 lines
6.9 KiB
273 lines
6.9 KiB
import { |
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Color, |
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LinearFilter, |
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MathUtils, |
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Matrix4, |
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Mesh, |
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PerspectiveCamera, |
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Plane, |
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RGBFormat, |
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ShaderMaterial, |
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UniformsUtils, |
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Vector3, |
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Vector4, |
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WebGLRenderTarget |
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} from 'three'; |
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class Reflector extends Mesh { |
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constructor( geometry, options = {} ) { |
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super( geometry ); |
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this.type = 'Reflector'; |
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const scope = this; |
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const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F ); |
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const textureWidth = options.textureWidth || 512; |
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const textureHeight = options.textureHeight || 512; |
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const clipBias = options.clipBias || 0; |
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const shader = options.shader || Reflector.ReflectorShader; |
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// |
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const reflectorPlane = new Plane(); |
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const normal = new Vector3(); |
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const reflectorWorldPosition = new Vector3(); |
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const cameraWorldPosition = new Vector3(); |
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const rotationMatrix = new Matrix4(); |
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const lookAtPosition = new Vector3( 0, 0, - 1 ); |
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const clipPlane = new Vector4(); |
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const view = new Vector3(); |
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const target = new Vector3(); |
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const q = new Vector4(); |
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const textureMatrix = new Matrix4(); |
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const virtualCamera = new PerspectiveCamera(); |
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const parameters = { |
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minFilter: LinearFilter, |
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magFilter: LinearFilter, |
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format: RGBFormat |
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}; |
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const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); |
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if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) { |
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renderTarget.texture.generateMipmaps = false; |
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} |
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const material = new ShaderMaterial( { |
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uniforms: UniformsUtils.clone( shader.uniforms ), |
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fragmentShader: shader.fragmentShader, |
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vertexShader: shader.vertexShader |
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} ); |
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material.uniforms[ 'tDiffuse' ].value = renderTarget.texture; |
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material.uniforms[ 'color' ].value = color; |
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material.uniforms[ 'textureMatrix' ].value = textureMatrix; |
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this.material = material; |
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this.onBeforeRender = function ( renderer, scene, camera ) { |
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reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld ); |
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); |
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rotationMatrix.extractRotation( scope.matrixWorld ); |
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normal.set( 0, 0, 1 ); |
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normal.applyMatrix4( rotationMatrix ); |
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view.subVectors( reflectorWorldPosition, cameraWorldPosition ); |
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// Avoid rendering when reflector is facing away |
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if ( view.dot( normal ) > 0 ) return; |
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view.reflect( normal ).negate(); |
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view.add( reflectorWorldPosition ); |
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rotationMatrix.extractRotation( camera.matrixWorld ); |
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lookAtPosition.set( 0, 0, - 1 ); |
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lookAtPosition.applyMatrix4( rotationMatrix ); |
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lookAtPosition.add( cameraWorldPosition ); |
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target.subVectors( reflectorWorldPosition, lookAtPosition ); |
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target.reflect( normal ).negate(); |
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target.add( reflectorWorldPosition ); |
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virtualCamera.position.copy( view ); |
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virtualCamera.up.set( 0, 1, 0 ); |
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virtualCamera.up.applyMatrix4( rotationMatrix ); |
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virtualCamera.up.reflect( normal ); |
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virtualCamera.lookAt( target ); |
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virtualCamera.far = camera.far; // Used in WebGLBackground |
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virtualCamera.updateMatrixWorld(); |
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virtualCamera.projectionMatrix.copy( camera.projectionMatrix ); |
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// Update the texture matrix |
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textureMatrix.set( |
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0.5, 0.0, 0.0, 0.5, |
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0.0, 0.5, 0.0, 0.5, |
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0.0, 0.0, 0.5, 0.5, |
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0.0, 0.0, 0.0, 1.0 |
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); |
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textureMatrix.multiply( virtualCamera.projectionMatrix ); |
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textureMatrix.multiply( virtualCamera.matrixWorldInverse ); |
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textureMatrix.multiply( scope.matrixWorld ); |
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html |
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf |
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reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition ); |
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reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse ); |
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clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant ); |
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const projectionMatrix = virtualCamera.projectionMatrix; |
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ]; |
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ]; |
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q.z = - 1.0; |
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; |
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// Calculate the scaled plane vector |
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clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); |
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// Replacing the third row of the projection matrix |
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projectionMatrix.elements[ 2 ] = clipPlane.x; |
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projectionMatrix.elements[ 6 ] = clipPlane.y; |
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projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias; |
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projectionMatrix.elements[ 14 ] = clipPlane.w; |
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// Render |
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renderTarget.texture.encoding = renderer.outputEncoding; |
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scope.visible = false; |
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const currentRenderTarget = renderer.getRenderTarget(); |
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const currentXrEnabled = renderer.xr.enabled; |
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; |
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renderer.xr.enabled = false; // Avoid camera modification |
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows |
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renderer.setRenderTarget( renderTarget ); |
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897 |
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if ( renderer.autoClear === false ) renderer.clear(); |
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renderer.render( scene, virtualCamera ); |
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renderer.xr.enabled = currentXrEnabled; |
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; |
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renderer.setRenderTarget( currentRenderTarget ); |
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// Restore viewport |
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const viewport = camera.viewport; |
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if ( viewport !== undefined ) { |
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renderer.state.viewport( viewport ); |
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} |
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scope.visible = true; |
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}; |
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this.getRenderTarget = function () { |
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return renderTarget; |
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}; |
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this.dispose = function () { |
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renderTarget.dispose(); |
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scope.material.dispose(); |
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}; |
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} |
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} |
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Reflector.prototype.isReflector = true; |
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Reflector.ReflectorShader = { |
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uniforms: { |
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'color': { |
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value: null |
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}, |
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'tDiffuse': { |
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value: null |
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}, |
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'textureMatrix': { |
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value: null |
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} |
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}, |
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vertexShader: /* glsl */` |
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uniform mat4 textureMatrix; |
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varying vec4 vUv; |
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#include <common> |
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#include <logdepthbuf_pars_vertex> |
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void main() { |
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vUv = textureMatrix * vec4( position, 1.0 ); |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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#include <logdepthbuf_vertex> |
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}`, |
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fragmentShader: /* glsl */` |
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uniform vec3 color; |
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uniform sampler2D tDiffuse; |
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varying vec4 vUv; |
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#include <logdepthbuf_pars_fragment> |
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float blendOverlay( float base, float blend ) { |
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return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) ); |
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} |
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vec3 blendOverlay( vec3 base, vec3 blend ) { |
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return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) ); |
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} |
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void main() { |
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#include <logdepthbuf_fragment> |
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vec4 base = texture2DProj( tDiffuse, vUv ); |
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 ); |
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}` |
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}; |
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export { Reflector };
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