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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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83 lines
3.2 KiB
83 lines
3.2 KiB
( function () { |
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class BloomPass extends THREE.Pass { |
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constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) { |
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super(); // render targets |
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const pars = { |
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minFilter: THREE.LinearFilter, |
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magFilter: THREE.LinearFilter, |
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format: THREE.RGBAFormat |
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}; |
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this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars ); |
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this.renderTargetX.texture.name = 'BloomPass.x'; |
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this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars ); |
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this.renderTargetY.texture.name = 'BloomPass.y'; // copy material |
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if ( THREE.CopyShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.CopyShader' ); |
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const copyShader = THREE.CopyShader; |
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this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); |
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this.copyUniforms[ 'opacity' ].value = strength; |
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this.materialCopy = new THREE.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: THREE.AdditiveBlending, |
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transparent: true |
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} ); // convolution material |
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if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' ); |
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const convolutionShader = THREE.ConvolutionShader; |
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this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms ); |
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; |
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this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma ); |
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this.materialConvolution = new THREE.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 THREE.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 ); // 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 ); // 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 ); // 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 THREE.Vector2( 0.001953125, 0.0 ); |
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BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 ); |
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THREE.BloomPass = BloomPass; |
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} )();
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