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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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310 lines
9.1 KiB
310 lines
9.1 KiB
( function () { |
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// Original src: https://github.com/zz85/threejs-path-flow |
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const BITS = 3; |
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const TEXTURE_WIDTH = 1024; |
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const TEXTURE_HEIGHT = 4; |
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/** |
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* Make a new THREE.DataTexture to store the descriptions of the curves. |
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* |
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* @param { number } numberOfCurves the number of curves needed to be described by this texture. |
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*/ |
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function initSplineTexture( numberOfCurves = 1 ) { |
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const dataArray = new Float32Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * BITS ); |
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const dataTexture = new THREE.DataTexture( dataArray, TEXTURE_WIDTH, TEXTURE_HEIGHT * numberOfCurves, THREE.RGBFormat, THREE.FloatType ); |
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dataTexture.wrapS = THREE.RepeatWrapping; |
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dataTexture.wrapY = THREE.RepeatWrapping; |
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dataTexture.magFilter = THREE.NearestFilter; |
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dataTexture.needsUpdate = true; |
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return dataTexture; |
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} |
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/** |
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* Write the curve description to the data texture |
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* |
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* @param { THREE.DataTexture } texture The THREE.DataTexture to write to |
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* @param { Curve } splineCurve The curve to describe |
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* @param { number } offset Which curve slot to write to |
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*/ |
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function updateSplineTexture( texture, splineCurve, offset = 0 ) { |
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const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) ); |
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splineCurve.arcLengthDivisions = numberOfPoints / 2; |
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splineCurve.updateArcLengths(); |
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const points = splineCurve.getSpacedPoints( numberOfPoints ); |
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const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true ); |
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for ( let i = 0; i < numberOfPoints; i ++ ) { |
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const rowOffset = Math.floor( i / TEXTURE_WIDTH ); |
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const rowIndex = i % TEXTURE_WIDTH; |
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let pt = points[ i ]; |
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + TEXTURE_HEIGHT * offset ); |
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pt = frenetFrames.tangents[ i ]; |
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + TEXTURE_HEIGHT * offset ); |
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pt = frenetFrames.normals[ i ]; |
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + TEXTURE_HEIGHT * offset ); |
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pt = frenetFrames.binormals[ i ]; |
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + TEXTURE_HEIGHT * offset ); |
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} |
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texture.needsUpdate = true; |
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} |
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function setTextureValue( texture, index, x, y, z, o ) { |
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const image = texture.image; |
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const { |
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data |
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} = image; |
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const i = BITS * TEXTURE_WIDTH * o; // Row Offset |
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data[ index * BITS + i + 0 ] = x; |
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data[ index * BITS + i + 1 ] = y; |
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data[ index * BITS + i + 2 ] = z; |
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} |
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/** |
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* Create a new set of uniforms for describing the curve modifier |
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* |
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* @param { THREE.DataTexture } Texture which holds the curve description |
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*/ |
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function getUniforms( splineTexture ) { |
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const uniforms = { |
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spineTexture: { |
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value: splineTexture |
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}, |
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pathOffset: { |
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type: 'f', |
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value: 0 |
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}, |
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// time of path curve |
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pathSegment: { |
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type: 'f', |
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value: 1 |
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}, |
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// fractional length of path |
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spineOffset: { |
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type: 'f', |
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value: 161 |
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}, |
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spineLength: { |
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type: 'f', |
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value: 400 |
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}, |
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flow: { |
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type: 'i', |
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value: 1 |
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} |
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}; |
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return uniforms; |
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} |
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function modifyShader( material, uniforms, numberOfCurves = 1 ) { |
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if ( material.__ok ) return; |
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material.__ok = true; |
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material.onBeforeCompile = shader => { |
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if ( shader.__modified ) return; |
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shader.__modified = true; |
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Object.assign( shader.uniforms, uniforms ); |
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const vertexShader = ` |
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uniform sampler2D spineTexture; |
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uniform float pathOffset; |
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uniform float pathSegment; |
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uniform float spineOffset; |
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uniform float spineLength; |
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uniform int flow; |
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float textureLayers = ${TEXTURE_HEIGHT * numberOfCurves}.; |
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float textureStacks = ${TEXTURE_HEIGHT / 4}.; |
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${shader.vertexShader} |
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` // chunk import moved in front of modified shader below |
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.replace( '#include <beginnormal_vertex>', '' ) // vec3 transformedNormal declaration overriden below |
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.replace( '#include <defaultnormal_vertex>', '' ) // vec3 transformed declaration overriden below |
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.replace( '#include <begin_vertex>', '' ) // shader override |
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.replace( /void\s*main\s*\(\)\s*\{/, ` |
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void main() { |
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#include <beginnormal_vertex> |
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vec4 worldPos = modelMatrix * vec4(position, 1.); |
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bool bend = flow > 0; |
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float xWeight = bend ? 0. : 1.; |
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#ifdef USE_INSTANCING |
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float pathOffsetFromInstanceMatrix = instanceMatrix[3][2]; |
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float spineLengthFromInstanceMatrix = instanceMatrix[3][0]; |
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float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.; |
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float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks; |
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#else |
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float spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.; |
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float mt = (spinePortion * pathSegment + pathOffset)*textureStacks; |
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#endif |
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mt = mod(mt, textureStacks); |
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float rowOffset = floor(mt); |
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#ifdef USE_INSTANCING |
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rowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.; |
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#endif |
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vec3 spinePos = texture2D(spineTexture, vec2(mt, (0. + rowOffset + 0.5) / textureLayers)).xyz; |
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vec3 a = texture2D(spineTexture, vec2(mt, (1. + rowOffset + 0.5) / textureLayers)).xyz; |
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vec3 b = texture2D(spineTexture, vec2(mt, (2. + rowOffset + 0.5) / textureLayers)).xyz; |
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vec3 c = texture2D(spineTexture, vec2(mt, (3. + rowOffset + 0.5) / textureLayers)).xyz; |
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mat3 basis = mat3(a, b, c); |
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vec3 transformed = basis |
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* vec3(worldPos.x * xWeight, worldPos.y * 1., worldPos.z * 1.) |
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+ spinePos; |
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vec3 transformedNormal = normalMatrix * (basis * objectNormal); |
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` ).replace( '#include <project_vertex>', `vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 ); |
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gl_Position = projectionMatrix * mvPosition;` ); |
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shader.vertexShader = vertexShader; |
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}; |
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} |
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/** |
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* A helper class for making meshes bend aroudn curves |
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*/ |
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class Flow { |
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/** |
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* @param {Mesh} mesh The mesh to clone and modify to bend around the curve |
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* @param {number} numberOfCurves The amount of space that should preallocated for additional curves |
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*/ |
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constructor( mesh, numberOfCurves = 1 ) { |
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const obj3D = mesh.clone(); |
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const splineTexure = initSplineTexture( numberOfCurves ); |
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const uniforms = getUniforms( splineTexure ); |
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obj3D.traverse( function ( child ) { |
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if ( child instanceof THREE.Mesh || child instanceof THREE.InstancedMesh ) { |
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child.material = child.material.clone(); |
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modifyShader( child.material, uniforms, numberOfCurves ); |
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} |
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} ); |
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this.curveArray = new Array( numberOfCurves ); |
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this.curveLengthArray = new Array( numberOfCurves ); |
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this.object3D = obj3D; |
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this.splineTexure = splineTexure; |
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this.uniforms = uniforms; |
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} |
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updateCurve( index, curve ) { |
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if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' ); |
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const curveLength = curve.getLength(); |
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this.uniforms.spineLength.value = curveLength; |
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this.curveLengthArray[ index ] = curveLength; |
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this.curveArray[ index ] = curve; |
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updateSplineTexture( this.splineTexure, curve, index ); |
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} |
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moveAlongCurve( amount ) { |
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this.uniforms.pathOffset.value += amount; |
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} |
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} |
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const matrix = new THREE.Matrix4(); |
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/** |
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* A helper class for creating instanced versions of flow, where the instances are placed on the curve. |
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*/ |
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class InstancedFlow extends Flow { |
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/** |
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* |
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* @param {number} count The number of instanced elements |
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* @param {number} curveCount The number of curves to preallocate for |
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* @param {Geometry} geometry The geometry to use for the instanced mesh |
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* @param {Material} material The material to use for the instanced mesh |
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*/ |
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constructor( count, curveCount, geometry, material ) { |
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const mesh = new THREE.InstancedMesh( geometry, material, count ); |
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mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); |
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super( mesh, curveCount ); |
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this.offsets = new Array( count ).fill( 0 ); |
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this.whichCurve = new Array( count ).fill( 0 ); |
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} |
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/** |
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* The extra information about which curve and curve position is stored in the translation components of the matrix for the instanced objects |
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* This writes that information to the matrix and marks it as needing update. |
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* |
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* @param {number} index of the instanced element to update |
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*/ |
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writeChanges( index ) { |
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matrix.makeTranslation( this.curveLengthArray[ this.whichCurve[ index ] ], this.whichCurve[ index ], this.offsets[ index ] ); |
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this.object3D.setMatrixAt( index, matrix ); |
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this.object3D.instanceMatrix.needsUpdate = true; |
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} |
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/** |
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* Move an individual element along the curve by a specific amount |
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* |
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* @param {number} index Which element to update |
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* @param {number} offset Move by how much |
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*/ |
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moveIndividualAlongCurve( index, offset ) { |
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this.offsets[ index ] += offset; |
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this.writeChanges( index ); |
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} |
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/** |
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* Select which curve to use for an element |
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* |
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* @param {number} index the index of the instanced element to update |
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* @param {number} curveNo the index of the curve it should use |
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*/ |
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setCurve( index, curveNo ) { |
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if ( isNaN( curveNo ) ) throw Error( 'curve index being set is Not a Number (NaN)' ); |
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this.whichCurve[ index ] = curveNo; |
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this.writeChanges( index ); |
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} |
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} |
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THREE.Flow = Flow; |
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THREE.InstancedFlow = InstancedFlow; |
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THREE.getUniforms = getUniforms; |
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THREE.initSplineTexture = initSplineTexture; |
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THREE.modifyShader = modifyShader; |
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THREE.updateSplineTexture = updateSplineTexture; |
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} )();
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