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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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122 lines
3.4 KiB
122 lines
3.4 KiB
import { |
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AdditiveBlending, |
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LinearFilter, |
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RGBAFormat, |
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ShaderMaterial, |
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UniformsUtils, |
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Vector2, |
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WebGLRenderTarget |
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} from 'three'; |
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import { Pass, FullScreenQuad } from './Pass.js'; |
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import { CopyShader } from '../shaders/CopyShader.js'; |
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import { ConvolutionShader } from '../shaders/ConvolutionShader.js'; |
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class BloomPass extends Pass { |
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constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) { |
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super(); |
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// render targets |
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const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; |
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this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars ); |
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this.renderTargetX.texture.name = 'BloomPass.x'; |
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this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars ); |
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this.renderTargetY.texture.name = 'BloomPass.y'; |
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// copy material |
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if ( CopyShader === undefined ) console.error( 'THREE.BloomPass relies on CopyShader' ); |
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const copyShader = CopyShader; |
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this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); |
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this.copyUniforms[ 'opacity' ].value = strength; |
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this.materialCopy = new ShaderMaterial( { |
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uniforms: this.copyUniforms, |
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vertexShader: copyShader.vertexShader, |
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fragmentShader: copyShader.fragmentShader, |
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blending: AdditiveBlending, |
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transparent: true |
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} ); |
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// convolution material |
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if ( ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on ConvolutionShader' ); |
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const convolutionShader = ConvolutionShader; |
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this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms ); |
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; |
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this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma ); |
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this.materialConvolution = new ShaderMaterial( { |
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uniforms: this.convolutionUniforms, |
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vertexShader: convolutionShader.vertexShader, |
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fragmentShader: convolutionShader.fragmentShader, |
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defines: { |
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'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ), |
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'KERNEL_SIZE_INT': kernelSize.toFixed( 0 ) |
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} |
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} ); |
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this.needsSwap = false; |
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this.fsQuad = new FullScreenQuad( null ); |
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} |
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { |
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); |
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// Render quad with blured scene into texture (convolution pass 1) |
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this.fsQuad.material = this.materialConvolution; |
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this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture; |
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; |
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renderer.setRenderTarget( this.renderTargetX ); |
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renderer.clear(); |
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this.fsQuad.render( renderer ); |
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// Render quad with blured scene into texture (convolution pass 2) |
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this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture; |
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY; |
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renderer.setRenderTarget( this.renderTargetY ); |
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renderer.clear(); |
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this.fsQuad.render( renderer ); |
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// Render original scene with superimposed blur to texture |
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this.fsQuad.material = this.materialCopy; |
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this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture; |
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true ); |
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renderer.setRenderTarget( readBuffer ); |
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if ( this.clear ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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} |
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BloomPass.blurX = new Vector2( 0.001953125, 0.0 ); |
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BloomPass.blurY = new Vector2( 0.0, 0.001953125 ); |
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export { BloomPass };
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