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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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284 lines
6.1 KiB
284 lines
6.1 KiB
( function () { |
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class EffectComposer { |
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constructor( renderer, renderTarget ) { |
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this.renderer = renderer; |
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if ( renderTarget === undefined ) { |
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const parameters = { |
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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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const size = renderer.getSize( new THREE.Vector2() ); |
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this._pixelRatio = renderer.getPixelRatio(); |
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this._width = size.width; |
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this._height = size.height; |
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renderTarget = new THREE.WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters ); |
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renderTarget.texture.name = 'EffectComposer.rt1'; |
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} else { |
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this._pixelRatio = 1; |
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this._width = renderTarget.width; |
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this._height = renderTarget.height; |
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} |
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this.renderTarget1 = renderTarget; |
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this.renderTarget2 = renderTarget.clone(); |
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this.renderTarget2.texture.name = 'EffectComposer.rt2'; |
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this.writeBuffer = this.renderTarget1; |
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this.readBuffer = this.renderTarget2; |
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this.renderToScreen = true; |
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this.passes = []; // dependencies |
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if ( THREE.CopyShader === undefined ) { |
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console.error( 'THREE.EffectComposer relies on THREE.CopyShader' ); |
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} |
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if ( THREE.ShaderPass === undefined ) { |
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console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' ); |
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} |
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this.copyPass = new THREE.ShaderPass( THREE.CopyShader ); |
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this.clock = new THREE.Clock(); |
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} |
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swapBuffers() { |
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const tmp = this.readBuffer; |
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this.readBuffer = this.writeBuffer; |
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this.writeBuffer = tmp; |
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} |
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addPass( pass ) { |
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this.passes.push( pass ); |
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pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio ); |
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} |
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insertPass( pass, index ) { |
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this.passes.splice( index, 0, pass ); |
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pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio ); |
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} |
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removePass( pass ) { |
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const index = this.passes.indexOf( pass ); |
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if ( index !== - 1 ) { |
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this.passes.splice( index, 1 ); |
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} |
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} |
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isLastEnabledPass( passIndex ) { |
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for ( let i = passIndex + 1; i < this.passes.length; i ++ ) { |
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if ( this.passes[ i ].enabled ) { |
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return false; |
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} |
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} |
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return true; |
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} |
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render( deltaTime ) { |
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// deltaTime value is in seconds |
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if ( deltaTime === undefined ) { |
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deltaTime = this.clock.getDelta(); |
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} |
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const currentRenderTarget = this.renderer.getRenderTarget(); |
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let maskActive = false; |
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for ( let i = 0, il = this.passes.length; i < il; i ++ ) { |
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const pass = this.passes[ i ]; |
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if ( pass.enabled === false ) continue; |
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pass.renderToScreen = this.renderToScreen && this.isLastEnabledPass( i ); |
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pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive ); |
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if ( pass.needsSwap ) { |
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if ( maskActive ) { |
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const context = this.renderer.getContext(); |
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const stencil = this.renderer.state.buffers.stencil; //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff ); |
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stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff ); |
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this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime ); //context.stencilFunc( context.EQUAL, 1, 0xffffffff ); |
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stencil.setFunc( context.EQUAL, 1, 0xffffffff ); |
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} |
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this.swapBuffers(); |
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} |
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if ( THREE.MaskPass !== undefined ) { |
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if ( pass instanceof THREE.MaskPass ) { |
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maskActive = true; |
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} else if ( pass instanceof THREE.ClearMaskPass ) { |
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maskActive = false; |
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} |
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} |
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} |
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this.renderer.setRenderTarget( currentRenderTarget ); |
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} |
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reset( renderTarget ) { |
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if ( renderTarget === undefined ) { |
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const size = this.renderer.getSize( new THREE.Vector2() ); |
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this._pixelRatio = this.renderer.getPixelRatio(); |
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this._width = size.width; |
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this._height = size.height; |
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renderTarget = this.renderTarget1.clone(); |
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renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio ); |
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} |
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this.renderTarget1.dispose(); |
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this.renderTarget2.dispose(); |
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this.renderTarget1 = renderTarget; |
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this.renderTarget2 = renderTarget.clone(); |
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this.writeBuffer = this.renderTarget1; |
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this.readBuffer = this.renderTarget2; |
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} |
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setSize( width, height ) { |
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this._width = width; |
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this._height = height; |
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const effectiveWidth = this._width * this._pixelRatio; |
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const effectiveHeight = this._height * this._pixelRatio; |
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this.renderTarget1.setSize( effectiveWidth, effectiveHeight ); |
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this.renderTarget2.setSize( effectiveWidth, effectiveHeight ); |
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for ( let i = 0; i < this.passes.length; i ++ ) { |
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this.passes[ i ].setSize( effectiveWidth, effectiveHeight ); |
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} |
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} |
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setPixelRatio( pixelRatio ) { |
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this._pixelRatio = pixelRatio; |
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this.setSize( this._width, this._height ); |
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} |
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} |
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class Pass { |
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constructor() { |
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// if set to true, the pass is processed by the composer |
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this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering |
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this.needsSwap = true; // if set to true, the pass clears its buffer before rendering |
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this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer. |
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this.renderToScreen = false; |
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} |
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setSize() {} |
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render() { |
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console.error( 'THREE.Pass: .render() must be implemented in derived pass.' ); |
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} |
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} // Helper for passes that need to fill the viewport with a single quad. |
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const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); // https://github.com/mrdoob/three.js/pull/21358 |
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const _geometry = new THREE.BufferGeometry(); |
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_geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) ); |
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_geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); |
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class FullScreenQuad { |
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constructor( material ) { |
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this._mesh = new THREE.Mesh( _geometry, material ); |
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} |
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dispose() { |
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this._mesh.geometry.dispose(); |
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} |
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render( renderer ) { |
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renderer.render( this._mesh, _camera ); |
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} |
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get material() { |
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return this._mesh.material; |
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} |
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set material( value ) { |
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this._mesh.material = value; |
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} |
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} |
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THREE.EffectComposer = EffectComposer; |
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THREE.FullScreenQuad = FullScreenQuad; |
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THREE.Pass = Pass; |
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} )();
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