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import vertexShader from './shaders/wormholeVertex.glsl'
import fragmentShader from './shaders/wormholeFragment.glsl'
import {
Math as MathExtra,
Scene,
OrthographicCamera,
Mesh,
PlaneBufferGeometry,
ShaderMaterial,
Vector3,
Vector4,
Quaternion,
Matrix4,
RepeatWrapping,
LinearFilter,
WebGLRenderer,
TextureLoader
} from 'three'
import EffectComposer from './postprocessing/EffectComposer'
import RenderPass from './postprocessing/RenderPass'
import BloomPass from './postprocessing/UnrealBloomPass'
const textureLoader = new TextureLoader()
export default class SimulationRenderer {
constructor (config, player) {
this.loadConfig(config)
this.player = player
this.zoom = 1
this.pixelSize = 4
this.width = window.innerWidth
this.height = window.innerHeight
this.renderer = new WebGLRenderer()
this.renderer.setSize(this.width, this.height)
this.renderer.sortObjects = false
this.renderer.autoClear = false
this.domElement = this.renderer.domElement
const material = new ShaderMaterial(
{
uniforms: this.uniforms,
vertexShader,
fragmentShader,
extensions: {
shaderTextureLOD: true
}
}
)
this.scene = new Scene()
this.camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)
this.quad = new Mesh(new PlaneBufferGeometry(2, 2), material)
this.quad.frustumCulled = false
this.scene.add(this.quad)
this.renderPasses = [
new RenderPass(this.scene, this.camera),
new BloomPass(1024, 2.7, 0.7, 0.8)
]
this.renderPasses[this.renderPasses.length - 1].renderToScreen = true
this.composer = new EffectComposer(this.renderer)
this.renderPasses.forEach(pass => {
this.composer.addPass(pass)
})
}
loadConfig (config) {
this.wormholePositionSize = new Vector4(
config.wormhole.position.x,
config.wormhole.position.y,
config.wormhole.position.z,
config.wormhole.radius
)
this.blackholePositionSize = new Vector4(
config.blackhole.position.x,
config.blackhole.position.y,
config.blackhole.position.z,
config.blackhole.radius
)
this.saturnPositionSize = new Vector4(
config.saturn.position.x,
config.saturn.position.y,
config.saturn.position.z,
config.saturn.radius
)
this.planetPositionSize = new Vector4(
config.planet.position.x,
config.planet.position.y,
config.planet.position.z,
config.planet.radius
)
this.blackholeDisk = config.blackhole.disk
this.saturnRings = config.saturn.rings
this.wormholeGravityRatio = config.wormhole.gravityRatio
this.uniforms = {
wormhole: { type: 'v4', value: this.wormholePositionSize },
wormholeGravityRatio: { type: 'f', value: this.wormholeGravityRatio },
blackhole: { type: 'v4', value: this.blackholePositionSize },
saturn: { type: 'v4', value: this.saturnPositionSize },
planet: { type: 'v4', value: this.planetPositionSize },
blackholeDisk: { type: 'v4', value: this.blackholeDisk },
saturnRings: { type: 'v4', value: this.saturnRings },
planetDiffuse: { type: 'v3', value: config.planet.diffuse },
planetSpecular: { type: 'v3', value: config.planet.specular },
texSaturn: { type: 't', value: this.loadTexture(config.saturn.texture) },
texSaturnRings: { type: 't', value: this.loadTexture(config.saturn.ringsTexture) },
texGalaxy1: { type: 't', value: this.loadTexture(config.galaxy1.texture) },
texGalaxy2: { type: 't', value: this.loadTexture(config.galaxy2.texture) },
texAccretionDisk: { type: 't', value: this.loadTexture(config.blackhole.diskTexture) },
lightDirection: { type: 'v3', value: config.saturn.lightDirection },
cameraMatrix: { type: 'm4', value: new Matrix4() },
cameraGalaxy: { type: 'i', value: 0 }
}
this.uniforms.texSaturnRings.value.wrapS = RepeatWrapping
this.uniforms.texAccretionDisk.value.wrapS = RepeatWrapping
this.uniforms.texSaturn.value.minFilter = LinearFilter
this.uniforms.texGalaxy1.value.minFilter = LinearFilter
this.uniforms.texGalaxy2.value.minFilter = LinearFilter
}
loadTexture (path) {
this._textureCount = (this._textureCount || 0) + 1
return textureLoader.load(path, () => {
this._loadedTexturesCount = (this._loadedTexturesCount || 0) + 1
if (this._loadedTexturesCount === this._textureCount) {
this.onTexturesLoaded && this.onTexturesLoaded()
}
})
}
updateEffectComposer () {
this.composer.setSize(
Math.floor(this.width / this.pixelSize),
Math.floor(this.height / this.pixelSize)
)
}
updateCamera () {
let vx, vy
if (this.width > this.height) {
vx = 1
vy = this.height / this.width
}
else {
vx = this.width / this.height
vy = 1
}
this.player.eyes.aspect = vx / vy
this.player.eyes.fov = MathExtra.RAD2DEG * 2 * Math.atan(vy / this.zoom)
}
setPixelSize (pixelSize) {
this.pixelSize = pixelSize
this.updateEffectComposer()
}
setZoom (zoom) {
this.zoom = zoom
this.updateCamera()
}
setSize (width, height, pixelSize = null) {
this.width = width
this.height = height
if (pixelSize) {
this.pixelSize = pixelSize
}
this.renderer.setSize(this.width, this.height)
this.updateCamera()
this.updateEffectComposer()
}
render () {
const rayScale = new Vector3(
this.player.eyes.aspect,
1,
1 / Math.tan(MathExtra.DEG2RAD * this.player.eyes.fov / 2)
)
const worldPosition = new Vector3()
const worldQuaternion = new Quaternion()
this.uniforms.cameraMatrix.value.compose(
this.player.eyes.getWorldPosition(worldPosition),
this.player.eyes.getWorldQuaternion(worldQuaternion),
rayScale
)
this.uniforms.cameraGalaxy.value = this.player.galaxy
this.renderer.clear()
this.composer.render()
}
}
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