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remove components
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@ -1,204 +0,0 @@
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import {
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FloatType,
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Mesh,
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NearestFilter,
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OrthographicCamera,
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PlaneGeometry,
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RGBAFormat,
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ShaderMaterial,
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Uniform,
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Vector2,
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WebGLRenderTarget,
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} from 'three'
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// shaders from https://github.com/evanw/webgl-water
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function LiquidEffect(renderer) {
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this.renderer = renderer
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this.width = 512
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this.height = 512
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// this.delta = new Vector2(this.width / Math.pow(width, 2), this.height / Math.pow(height, 2));
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this.delta = new Vector2(1 / this.width, 1 / this.height)
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const targetOptions = {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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type: FloatType,
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format: RGBAFormat,
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depthBuffer: false,
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}
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this.hMap = new WebGLRenderTarget(this.width, this.height, targetOptions)
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this.hMap1 = new WebGLRenderTarget(this.width, this.height, targetOptions)
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this.fsQuad = new FullScreenQuad()
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this.initShaders()
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}
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LiquidEffect.prototype.initShaders = function () {
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const defaultVertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`
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this.copyMat = new ShaderMaterial({
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uniforms: { tDiffuse: { value: null } },
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vertexShader: defaultVertexShader,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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gl_FragColor = texture2D(tDiffuse, vUv);
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}
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`,
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})
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this.updateMat = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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delta: new Uniform(this.delta),
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},
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vertexShader: defaultVertexShader,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform vec2 delta;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D(tDiffuse, vUv);
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vec2 dx = vec2(delta.x, 0.0);
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vec2 dy = vec2(0.0, delta.y);
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float average = (
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texture2D(tDiffuse, vUv - dx).r +
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texture2D(tDiffuse, vUv - dy).r +
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texture2D(tDiffuse, vUv + dx).r +
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texture2D(tDiffuse, vUv + dy).r
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) * 0.25;
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texel.g += (average - texel.r) * 2.0;
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texel.g *= 0.995;
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texel.r += texel.g;
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gl_FragColor = texel;
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}
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`,
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})
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this.normalsMat = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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delta: new Uniform(this.delta),
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},
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vertexShader: defaultVertexShader,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform vec2 delta;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D(tDiffuse, vUv);
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vec3 dx = vec3(delta.x, texture2D(tDiffuse, vec2(vUv.x + delta.x, vUv.y)).r - texel.r, 0.0);
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vec3 dy = vec3(0.0, texture2D(tDiffuse, vec2(vUv.x, vUv.y + delta.y)).r - texel.r, delta.y);
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texel.ba = normalize(cross(dy, dx)).xz;
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gl_FragColor = texel;
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}
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`,
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})
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this.dropMat = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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center: new Uniform(new Vector2()),
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radius: { value: 0.05 },
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strength: { value: 0.5 },
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},
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vertexShader: defaultVertexShader,
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fragmentShader: `
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const float PI = 3.1415926535897932384626433832795;
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uniform sampler2D tDiffuse;
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uniform vec2 center;
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uniform float radius;
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uniform float strength;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D(tDiffuse, vUv);
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float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - vUv) / radius);
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drop = 0.5 - cos(drop * PI) * 0.5;
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texel.r += drop * strength;
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// texel.r = clamp(texel.r, -2.0, 2.0);
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gl_FragColor = texel;
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}
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`,
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})
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}
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LiquidEffect.prototype.update = function () {
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this.updateHMap()
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// this.updateHMap();
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this.updateHMapNormals()
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}
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LiquidEffect.prototype.updateHMap = function () {
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this.updateMat.uniforms.tDiffuse.value = this.hMap.texture
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this.renderShaderMat(this.updateMat, this.hMap1)
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this.swapBuffers()
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}
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LiquidEffect.prototype.updateHMapNormals = function () {
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this.normalsMat.uniforms.tDiffuse.value = this.hMap.texture
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this.renderShaderMat(this.normalsMat, this.hMap1)
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this.swapBuffers()
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}
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LiquidEffect.prototype.addDrop = function (x, y, radius, strength) {
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this.dropMat.uniforms.tDiffuse.value = this.hMap.texture
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this.dropMat.uniforms.center.value.set(x, y)
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this.dropMat.uniforms.radius.value = radius
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this.dropMat.uniforms.strength.value = strength
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this.renderShaderMat(this.dropMat, this.hMap1)
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this.swapBuffers()
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}
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// LiquidEffect.prototype.renderBuffer = function (buffer, target) {
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// this.copyMat.uniforms.tDiffuse.value = buffer.texture;
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// this.renderShaderMat(this.copyMat, target);
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// };
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LiquidEffect.prototype.renderShaderMat = function (mat, target) {
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this.fsQuad.material = mat
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const oldTarget = this.renderer.getRenderTarget()
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this.renderer.setRenderTarget(target)
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this.fsQuad.render(this.renderer)
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this.renderer.setRenderTarget(oldTarget)
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}
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LiquidEffect.prototype.swapBuffers = function () {
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const temp = this.hMap
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this.hMap = this.hMap1
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this.hMap1 = temp
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}
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// from https://threejs.org/examples/js/postprocessing/EffectComposer.js
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const FullScreenQuad = (function () {
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const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)
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const geometry = new PlaneGeometry(2, 2)
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const FullScreenQuad = function (material) {
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this._mesh = new Mesh(geometry, material)
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}
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Object.defineProperty(FullScreenQuad.prototype, 'material', {
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get: function () { return this._mesh.material },
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set: function (value) { this._mesh.material = value },
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})
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Object.assign(FullScreenQuad.prototype, {
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render: function (renderer) {
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renderer.render(this._mesh, camera)
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},
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})
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return FullScreenQuad
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})()
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export default LiquidEffect
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import { defineComponent, watch } from 'vue'
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import { DoubleSide, Mesh, MeshStandardMaterial, PlaneGeometry } from 'three'
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import { bindProps, Object3D } from '../../../build/trois.module.js'
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import LiquidEffect from './LiquidEffect.js'
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export default defineComponent({
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extends: Object3D,
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props: {
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width: { type: Number, default: 10 },
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height: { type: Number, default: 10 },
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widthSegments: { type: Number, default: 200 },
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heightSegments: { type: Number, default: 200 },
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color: { type: [Number, String], default: '#ffffff' },
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metalness: { type: Number, default: 0.75 },
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roughness: { type: Number, default: 0.25 },
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},
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mounted() {
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this.liquidEffect = new LiquidEffect(this.renderer.renderer)
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this.renderer.onMounted(() => {
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this.liquidEffect.renderer = this.renderer.renderer
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this.renderer.onBeforeRender(this.update)
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})
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this.material = new MeshStandardMaterial({
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color: this.color, side: DoubleSide, metalness: this.metalness, roughness: this.roughness,
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onBeforeCompile: shader => {
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shader.uniforms.hmap = { value: this.liquidEffect.hMap.texture }
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shader.vertexShader = "uniform sampler2D hmap;\n" + shader.vertexShader
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const token = '#include <begin_vertex>'
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const customTransform = `
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vec3 transformed = vec3(position);
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vec4 info = texture2D(hmap, uv);
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vNormal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a).xzy;
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transformed.z = 20. * info.r;
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`
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shader.vertexShader = shader.vertexShader.replace(token, customTransform)
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},
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})
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bindProps(this, ['metalness', 'roughness'], this.material)
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watch(() => this.color, (value) => this.material.color.set(value))
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this.geometry = new PlaneGeometry(this.width, this.height, this.widthSegments, this.heightSegments)
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this.mesh = new Mesh(this.geometry, this.material)
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this.initObject3D(this.mesh)
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},
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unmounted() {
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this.renderer.offBeforeRender(this.update)
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},
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methods: {
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update() {
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this.liquidEffect.update()
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},
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},
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})
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import { defineComponent } from 'vue'
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import {
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BackSide,
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CubeCamera,
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FrontSide,
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LinearMipmapLinearFilter,
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Mesh as TMesh,
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RGBFormat,
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WebGLCubeRenderTarget,
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} from 'three'
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import { bindProp, Mesh } from '../../../build/trois.module.js'
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export default defineComponent({
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extends: Mesh,
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props: {
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cubeRTSize: { type: Number, default: 256 },
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cubeCameraNear: { type: Number, default: 0.1 },
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cubeCameraFar: { type: Number, default: 2000 },
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autoUpdate: Boolean,
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},
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mounted() {
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this.initGem()
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if (this.autoUpdate) this.renderer.onBeforeRender(this.updateCubeRT)
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else this.renderer.onMounted(this.updateCubeRT)
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},
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unmounted() {
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this.renderer.offBeforeRender(this.updateCubeRT)
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if (this.cubeCamera) this.removeFromParent(this.cubeCamera)
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if (this.meshBack) this.removeFromParent(this.meshBack)
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if (this.materialBack) this.materialBack.dispose()
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},
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methods: {
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initGem() {
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const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter })
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this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT)
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bindProp(this, 'position', this.cubeCamera)
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this.addToParent(this.cubeCamera)
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this.material.side = FrontSide
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this.material.envMap = cubeRT.texture
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this.material.envMapIntensity = 10
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this.material.metalness = 0
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this.material.roughness = 0
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this.material.opacity = 0.75
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this.material.transparent = true
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this.material.premultipliedAlpha = true
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this.material.needsUpdate = true
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this.materialBack = this.material.clone()
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this.materialBack.side = BackSide
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this.materialBack.envMapIntensity = 5
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this.materialBack.metalness = 1
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this.materialBack.roughness = 0
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this.materialBack.opacity = 0.5
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this.meshBack = new TMesh(this.geometry, this.materialBack)
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bindProp(this, 'position', this.meshBack)
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bindProp(this, 'rotation', this.meshBack)
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bindProp(this, 'scale', this.meshBack)
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this.addToParent(this.meshBack)
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},
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updateCubeRT() {
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this.mesh.visible = false
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this.meshBack.visible = false
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this.cubeCamera.update(this.renderer.renderer, this.scene)
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this.mesh.visible = true
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this.meshBack.visible = true
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},
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},
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__hmrId: 'Gem',
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})
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@ -1,44 +0,0 @@
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import { defineComponent } from 'vue'
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import {
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CubeCamera,
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LinearMipmapLinearFilter,
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RGBFormat,
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WebGLCubeRenderTarget,
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} from 'three'
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import { Mesh } from '../../../build/trois.module.js'
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export default defineComponent({
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extends: Mesh,
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props: {
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cubeRTSize: { type: Number, default: 256 },
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cubeCameraNear: { type: Number, default: 0.1 },
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cubeCameraFar: { type: Number, default: 2000 },
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autoUpdate: Boolean,
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},
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mounted() {
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this.initMirrorMesh()
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if (this.autoUpdate) this.renderer.onBeforeRender(this.updateCubeRT)
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else this.renderer.onMounted(this.updateCubeRT)
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},
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unmounted() {
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this.renderer.offBeforeRender(this.updateCubeRT)
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if (this.cubeCamera) this.removeFromParent(this.cubeCamera)
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},
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methods: {
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initMirrorMesh() {
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const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter })
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this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT)
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this.addToParent(this.cubeCamera)
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this.material.envMap = cubeRT.texture
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this.material.needsUpdate = true
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},
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updateCubeRT() {
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this.mesh.visible = false
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this.cubeCamera.update(this.renderer.renderer, this.scene)
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this.mesh.visible = true
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},
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},
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__hmrId: 'MirrorMesh',
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})
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@ -1,48 +0,0 @@
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import { defineComponent } from 'vue'
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import {
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CubeCamera,
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CubeRefractionMapping,
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LinearMipmapLinearFilter,
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RGBFormat,
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WebGLCubeRenderTarget,
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} from 'three'
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import { bindProp, Mesh } from '../../../build/trois.module.js'
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export default defineComponent({
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extends: Mesh,
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props: {
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cubeRTSize: { type: Number, default: 256 },
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cubeCameraNear: { type: Number, default: 0.1 },
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cubeCameraFar: { type: Number, default: 2000 },
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refractionRatio: { type: Number, default: 0.98 },
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autoUpdate: Boolean,
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},
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mounted() {
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this.initMirrorMesh()
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if (this.autoUpdate) this.renderer.onBeforeRender(this.updateCubeRT)
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else this.renderer.onMounted(this.updateCubeRT)
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},
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unmounted() {
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this.renderer.offBeforeRender(this.updateCubeRT)
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if (this.cubeCamera) this.removeFromParent(this.cubeCamera)
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},
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methods: {
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initMirrorMesh() {
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const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter })
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this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT)
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bindProp(this, 'position', this.cubeCamera)
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this.addToParent(this.cubeCamera)
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this.material.envMap = cubeRT.texture
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this.material.refractionRatio = this.refractionRatio
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this.material.needsUpdate = true
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},
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updateCubeRT() {
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this.mesh.visible = false
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this.cubeCamera.update(this.renderer.renderer, this.scene)
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this.mesh.visible = true
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},
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},
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__hmrId: 'RefractionMesh',
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})
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@ -1,47 +0,0 @@
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import Stats from 'stats.js'
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import { RendererInjectionKey } from '../../../build/trois.module.js'
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export default {
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props: {
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noSetup: { type: Boolean, default: false },
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},
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emits: ['created'],
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inject: { renderer: RendererInjectionKey },
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setup({ noSetup }) {
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const stats = new Stats()
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if (!noSetup) {
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stats.showPanel(0) // 0: fps, 1: ms, 2: mb, 3+: custom
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document.body.appendChild(stats.dom)
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}
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return { stats }
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},
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mounted() {
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if (!this.noSetup) {
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this.renderer.onBeforeRender(this.begin)
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this.renderer.onAfterRender(this.end)
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}
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this.$emit('created', { stats: this.stats })
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},
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methods: {
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begin() {
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if (this.stats) {
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this.stats.begin()
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}
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},
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end() {
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if (this.stats) {
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this.stats.end()
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}
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},
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},
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unmounted() {
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if (this.stats && this.stats.dom) {
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this.stats.dom.parentElement.removeChild(this.stats.dom)
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}
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this.renderer.offBeforeRender(this.begin)
|
||||
this.renderer.offAfterRender(this.end)
|
||||
},
|
||||
render() {
|
||||
return this.$slots.default ? this.$slots.default() : []
|
||||
},
|
||||
}
|
@ -1,91 +0,0 @@
|
||||
<template>
|
||||
<button @click="onClick">{{ message }}</button>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
// from threejs/examples/jsm/webxr/VRButton.js
|
||||
export default {
|
||||
props: {
|
||||
enterMessage: { type: String, default: 'ENTER VR' },
|
||||
exitMessage: { type: String, default: 'EXIT VR' },
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
error: '',
|
||||
xrSupport: false,
|
||||
currentSession: null,
|
||||
}
|
||||
},
|
||||
computed: {
|
||||
message() {
|
||||
if (this.xrSupport) {
|
||||
return this.currentSession ? this.exitMessage : this.enterMessage
|
||||
} else if (this.error) {
|
||||
return this.error
|
||||
}
|
||||
return ''
|
||||
},
|
||||
},
|
||||
created() {
|
||||
if ('xr' in navigator) {
|
||||
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
|
||||
this.xrSupport = supported
|
||||
})
|
||||
} else {
|
||||
if (window.isSecureContext === false) {
|
||||
this.error = 'WEBXR NEEDS HTTPS'
|
||||
} else {
|
||||
this.error = 'WEBXR NOT AVAILABLE'
|
||||
}
|
||||
}
|
||||
},
|
||||
methods: {
|
||||
init(renderer) {
|
||||
this.renderer = renderer
|
||||
},
|
||||
onClick() {
|
||||
if (!this.xrSupport) return
|
||||
if (!this.renderer) return
|
||||
|
||||
if (this.currentSession) {
|
||||
this.currentSession.end()
|
||||
} else {
|
||||
const sessionInit = { optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking'] }
|
||||
navigator.xr.requestSession('immersive-vr', sessionInit).then(this.onSessionStarted)
|
||||
}
|
||||
},
|
||||
async onSessionStarted(session) {
|
||||
session.addEventListener('end', this.onSessionEnded)
|
||||
await this.renderer.xr.setSession(session)
|
||||
this.currentSession = session
|
||||
},
|
||||
onSessionEnded() {
|
||||
this.currentSession.removeEventListener('end', this.onSessionEnded)
|
||||
this.currentSession = null
|
||||
},
|
||||
},
|
||||
}
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
button {
|
||||
cursor: pointer;
|
||||
position: absolute;
|
||||
width: 100px;
|
||||
left: calc(50% - 50px);
|
||||
bottom: 20px;
|
||||
padding: 12px 6px;
|
||||
border: 1px solid #fff;
|
||||
border-radius: 4px;
|
||||
background: rgba(0,0,0,0.1);
|
||||
color: #fff;
|
||||
font: normal 13px sans-serif;
|
||||
text-align: center;
|
||||
opacity: 0.5;
|
||||
outline: none;
|
||||
z-index: 999;
|
||||
}
|
||||
button:hover {
|
||||
opacity: 1;
|
||||
}
|
||||
</style>
|
@ -1,86 +0,0 @@
|
||||
import { defineComponent, watch } from 'vue'
|
||||
import { Image } from '../../../build/trois.module.js'
|
||||
import snoise2 from '../../glsl/snoise2.glsl.js'
|
||||
|
||||
export default defineComponent({
|
||||
extends: Image,
|
||||
props: {
|
||||
widthSegments: { type: Number, default: 20 },
|
||||
heightSegments: { type: Number, default: 20 },
|
||||
timeCoef: { type: Number, default: 0.001 },
|
||||
noiseCoef: { type: Number, default: 1 },
|
||||
zCoef: { type: Number, default: 5 },
|
||||
dispCoef: { type: Number, default: 0.05 },
|
||||
},
|
||||
setup(props) {
|
||||
// uniforms
|
||||
const uTime = { value: 0 }
|
||||
const uNoiseCoef = { value: props.noiseCoef }
|
||||
watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value })
|
||||
const uZCoef = { value: props.zCoef }
|
||||
watch(() => props.zCoef, (value) => { uZCoef.value = value })
|
||||
const uDispCoef = { value: props.dispCoef }
|
||||
watch(() => props.dispCoef, (value) => { uDispCoef.value = value })
|
||||
|
||||
return {
|
||||
uTime, uNoiseCoef, uZCoef, uDispCoef,
|
||||
}
|
||||
},
|
||||
created() {
|
||||
this.tweakMaterial()
|
||||
|
||||
this.startTime = Date.now()
|
||||
this.renderer.onBeforeRender(this.updateTime)
|
||||
},
|
||||
unmounted() {
|
||||
this.renderer.offBeforeRender(this.updateTime)
|
||||
},
|
||||
methods: {
|
||||
tweakMaterial() {
|
||||
this.material.onBeforeCompile = (shader) => {
|
||||
shader.uniforms.uTime = this.uTime
|
||||
shader.uniforms.uNoiseCoef = this.uNoiseCoef
|
||||
shader.uniforms.uZCoef = this.uZCoef
|
||||
shader.uniforms.uDispCoef = this.uDispCoef
|
||||
shader.vertexShader = `
|
||||
uniform float uTime;
|
||||
uniform float uNoiseCoef;
|
||||
uniform float uZCoef;
|
||||
varying float vNoise;
|
||||
${snoise2}
|
||||
` + shader.vertexShader
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace(
|
||||
'#include <begin_vertex>',
|
||||
`
|
||||
vec3 p = vec3(position * uNoiseCoef);
|
||||
p.x += uTime;
|
||||
vNoise = snoise(p.xy);
|
||||
vec3 transformed = vec3(position);
|
||||
transformed.z += vNoise * uZCoef;
|
||||
`
|
||||
)
|
||||
|
||||
shader.fragmentShader = `
|
||||
uniform float uDispCoef;
|
||||
varying float vNoise;
|
||||
` + shader.fragmentShader
|
||||
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
'#include <map_fragment>',
|
||||
`
|
||||
vec4 texelColor = texture2D(map, vUv);
|
||||
vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));
|
||||
texelColor.r = dispTexel.r;
|
||||
diffuseColor = texelColor;
|
||||
`
|
||||
)
|
||||
this.materialShader = shader
|
||||
}
|
||||
},
|
||||
updateTime() {
|
||||
this.uTime.value = (Date.now() - this.startTime) * this.timeCoef
|
||||
},
|
||||
},
|
||||
__hmrId: 'NoisyImage',
|
||||
})
|
@ -1,129 +0,0 @@
|
||||
import { defineComponent, watch } from 'vue'
|
||||
import { ObjectSpaceNormalMap, ShaderMaterial, Vector2, WebGLRenderTarget } from 'three'
|
||||
import { Pass } from 'three/examples/jsm/postprocessing/Pass.js'
|
||||
import { Plane } from '../../../build/trois.module.js'
|
||||
import snoise3 from '../../glsl/snoise3.glsl.js'
|
||||
|
||||
export default defineComponent({
|
||||
extends: Plane,
|
||||
props: {
|
||||
timeCoef: { type: Number, default: 0.001 },
|
||||
noiseCoef: { type: Number, default: 5 },
|
||||
deltaCoef: { type: Number, default: 1 / 512 },
|
||||
displacementScale: { type: Number, default: 5 },
|
||||
},
|
||||
setup(props) {
|
||||
// uniforms
|
||||
const uTime = { value: 0 }
|
||||
const uNoiseCoef = { value: props.noiseCoef }
|
||||
watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value })
|
||||
const uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) }
|
||||
watch(() => props.deltaCoef, (value) => { uDelta.value.set(value, value) })
|
||||
|
||||
return {
|
||||
uTime, uNoiseCoef, uDelta,
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
this.init()
|
||||
|
||||
watch(() => this.displacementScale, (value) => { this.material.displacementScale = value })
|
||||
|
||||
this.startTime = Date.now()
|
||||
this.renderer.onBeforeRender(this.update)
|
||||
},
|
||||
unmounted() {
|
||||
this.renderer.offBeforeRender(this.update)
|
||||
this.fsQuad.dispose()
|
||||
this.dispRT.dispose()
|
||||
this.dispMat.dispose()
|
||||
this.normRT.dispose()
|
||||
this.normMat.dispose()
|
||||
},
|
||||
methods: {
|
||||
init() {
|
||||
this.fsQuad = new Pass.FullScreenQuad()
|
||||
|
||||
// displacement map
|
||||
this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false })
|
||||
this.dispMat = new ShaderMaterial({
|
||||
uniforms: {
|
||||
uTime: this.uTime,
|
||||
uNoiseCoef: this.uNoiseCoef,
|
||||
},
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
// gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
gl_Position = vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform float uTime;
|
||||
uniform float uNoiseCoef;
|
||||
varying vec2 vUv;
|
||||
${snoise3}
|
||||
void main() {
|
||||
vec2 p = vec2(vUv * uNoiseCoef);
|
||||
float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;
|
||||
gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);
|
||||
}
|
||||
`,
|
||||
})
|
||||
|
||||
// normal map
|
||||
this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false })
|
||||
this.normMat = new ShaderMaterial({
|
||||
uniforms: {
|
||||
dispMap: { value: this.dispRT.texture },
|
||||
delta: this.uDelta,
|
||||
},
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
// gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
gl_Position = vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform sampler2D dispMap;
|
||||
uniform vec2 delta;
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
// gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);
|
||||
float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;
|
||||
float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;
|
||||
float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;
|
||||
float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;
|
||||
gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);
|
||||
}
|
||||
`,
|
||||
})
|
||||
|
||||
this.material.displacementMap = this.dispRT.texture
|
||||
this.material.displacementScale = this.displacementScale
|
||||
this.material.normalMap = this.normRT.texture
|
||||
this.material.normalMapType = ObjectSpaceNormalMap
|
||||
// this.material.needsUpdate = true;
|
||||
},
|
||||
update() {
|
||||
this.uTime.value = (Date.now() - this.startTime) * this.timeCoef
|
||||
this.renderDisp()
|
||||
},
|
||||
renderDisp() {
|
||||
this.renderMat(this.dispMat, this.dispRT)
|
||||
this.renderMat(this.normMat, this.normRT)
|
||||
},
|
||||
renderMat(mat, target) {
|
||||
const renderer = this.renderer.renderer
|
||||
this.fsQuad.material = mat
|
||||
const oldTarget = renderer.getRenderTarget()
|
||||
renderer.setRenderTarget(target)
|
||||
this.fsQuad.render(renderer)
|
||||
renderer.setRenderTarget(oldTarget)
|
||||
},
|
||||
},
|
||||
__hmrId: 'NoisyPlane',
|
||||
})
|
@ -1,68 +0,0 @@
|
||||
import { defineComponent, watch } from 'vue'
|
||||
import { Sphere } from '../../../build/trois.module.js'
|
||||
import snoise4 from '../../glsl/snoise4.glsl.js'
|
||||
|
||||
export default defineComponent({
|
||||
extends: Sphere,
|
||||
props: {
|
||||
radius: { type: Number, default: 20 },
|
||||
widthSegments: { type: Number, default: 128 },
|
||||
heightSegments: { type: Number, default: 128 },
|
||||
timeCoef: { type: Number, default: 0.001 },
|
||||
noiseCoef: { type: Number, default: 0.05 },
|
||||
dispCoef: { type: Number, default: 5 },
|
||||
},
|
||||
setup(props) {
|
||||
// uniforms
|
||||
const uTime = { value: 0 }
|
||||
const uNoiseCoef = { value: props.noiseCoef }
|
||||
watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value })
|
||||
const uDispCoef = { value: props.dispCoef }
|
||||
watch(() => props.dispCoef, (value) => { uDispCoef.value = value })
|
||||
|
||||
return {
|
||||
uTime, uNoiseCoef, uDispCoef,
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
this.updateMaterial()
|
||||
|
||||
this.startTime = Date.now()
|
||||
this.renderer.onBeforeRender(this.updateTime)
|
||||
},
|
||||
unmounted() {
|
||||
this.renderer.offBeforeRender(this.updateTime)
|
||||
},
|
||||
methods: {
|
||||
updateMaterial() {
|
||||
this.material.onBeforeCompile = (shader) => {
|
||||
shader.uniforms.uTime = this.uTime
|
||||
shader.uniforms.uNoiseCoef = this.uNoiseCoef
|
||||
shader.uniforms.uDispCoef = this.uDispCoef
|
||||
shader.vertexShader = `
|
||||
uniform float uTime;
|
||||
uniform float uNoiseCoef;
|
||||
uniform float uDispCoef;
|
||||
varying float vNoise;
|
||||
${snoise4}
|
||||
` + shader.vertexShader
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace(
|
||||
'#include <begin_vertex>',
|
||||
`
|
||||
vec4 p = vec4(vec3(position * uNoiseCoef), uTime);
|
||||
vNoise = snoise(p);
|
||||
vec3 transformed = vec3(position);
|
||||
transformed += normalize(position) * vNoise * uDispCoef;
|
||||
`
|
||||
)
|
||||
this.materialShader = shader
|
||||
}
|
||||
this.material.needsupdate = true
|
||||
},
|
||||
updateTime() {
|
||||
this.uTime.value = (Date.now() - this.startTime) * this.timeCoef
|
||||
},
|
||||
},
|
||||
__hmrId: 'NoisySphere',
|
||||
})
|
@ -1,65 +0,0 @@
|
||||
import { defineComponent, watch } from 'vue'
|
||||
import { Text } from '../../../build/trois.module.js'
|
||||
import snoise2 from '../../glsl/snoise2.glsl.js'
|
||||
|
||||
export default defineComponent({
|
||||
extends: Text,
|
||||
props: {
|
||||
timeCoef: { type: Number, default: 0.001 },
|
||||
noiseCoef: { type: Number, default: 0.015 },
|
||||
zCoef: { type: Number, default: 10 },
|
||||
},
|
||||
setup(props) {
|
||||
// uniforms
|
||||
const uTime = { value: 0 }
|
||||
const uNoiseCoef = { value: props.noiseCoef }
|
||||
watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value })
|
||||
const uZCoef = { value: props.zCoef }
|
||||
watch(() => props.zCoef, (value) => { uZCoef.value = value })
|
||||
|
||||
return {
|
||||
uTime, uNoiseCoef, uZCoef,
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
this.updateMaterial()
|
||||
|
||||
this.startTime = Date.now()
|
||||
this.renderer.onBeforeRender(this.updateTime)
|
||||
},
|
||||
unmounted() {
|
||||
this.renderer.offBeforeRender(this.updateTime)
|
||||
},
|
||||
methods: {
|
||||
updateMaterial() {
|
||||
this.material.onBeforeCompile = (shader) => {
|
||||
shader.uniforms.uTime = this.uTime
|
||||
shader.uniforms.uNoiseCoef = this.uNoiseCoef
|
||||
shader.uniforms.uZCoef = this.uZCoef
|
||||
shader.vertexShader = `
|
||||
uniform float uTime;
|
||||
uniform float uNoiseCoef;
|
||||
uniform float uZCoef;
|
||||
${snoise2}
|
||||
` + shader.vertexShader
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace(
|
||||
'#include <begin_vertex>',
|
||||
`
|
||||
vec3 p = vec3(position * uNoiseCoef);
|
||||
p.x += uTime;
|
||||
float noise = snoise(p.xy);
|
||||
vec3 transformed = vec3(position);
|
||||
transformed.z += noise * uZCoef;
|
||||
`
|
||||
)
|
||||
this.materialShader = shader
|
||||
}
|
||||
this.material.needsupdate = true
|
||||
},
|
||||
updateTime() {
|
||||
this.uTime.value = (Date.now() - this.startTime) * this.timeCoef
|
||||
},
|
||||
},
|
||||
__hmrId: 'NoisyText',
|
||||
})
|
@ -1,66 +0,0 @@
|
||||
import { defineComponent } from 'vue'
|
||||
import useCannon from './useCannon.js'
|
||||
import { RendererInjectionKey, SceneInjectionKey } from '../../../build/trois.module.js'
|
||||
|
||||
export default defineComponent({
|
||||
inject: {
|
||||
renderer: RendererInjectionKey,
|
||||
scene: SceneInjectionKey,
|
||||
},
|
||||
props: {
|
||||
gravity: { type: Object, default: () => ({ x: 0, y: 0, z: -9.82 }) },
|
||||
broadphase: { type: String },
|
||||
onBeforeStep: Function,
|
||||
},
|
||||
created() {
|
||||
this._parent = this.getParent()
|
||||
if (!this._parent) console.error('Missing parent (Scene, Group...)')
|
||||
|
||||
this.cannon = useCannon({ gravity: this.gravity, broadphase: this.broadphase })
|
||||
},
|
||||
mounted() {
|
||||
this.renderer.onBeforeRender(this.step)
|
||||
},
|
||||
unmounted() {
|
||||
this.renderer.offBeforeRender(this.step)
|
||||
},
|
||||
methods: {
|
||||
step() {
|
||||
this.onBeforeStep?.(this.cannon)
|
||||
this.cannon.step()
|
||||
},
|
||||
add(o) {
|
||||
this.addToParent(o)
|
||||
this.cannon.addMesh(o)
|
||||
},
|
||||
remove(o) {
|
||||
this.removeFromParent(o)
|
||||
this.cannon.removeMesh(o)
|
||||
},
|
||||
getParent() {
|
||||
let parent = this.$parent
|
||||
while (parent) {
|
||||
if (parent.add) return parent
|
||||
parent = parent.$parent
|
||||
}
|
||||
return false
|
||||
},
|
||||
addToParent(o) {
|
||||
if (this._parent) {
|
||||
this._parent.add(o)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
},
|
||||
removeFromParent(o) {
|
||||
if (this._parent) {
|
||||
this._parent.remove(o)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
},
|
||||
},
|
||||
render() {
|
||||
return this.$slots.default ? this.$slots.default() : []
|
||||
},
|
||||
})
|
@ -1,208 +0,0 @@
|
||||
import {
|
||||
Box, Cylinder, Plane, Sphere,
|
||||
Body, World,
|
||||
SAPBroadphase,
|
||||
Quaternion, Vec3,
|
||||
} from 'cannon'
|
||||
|
||||
export default function useCannon(options) {
|
||||
const {
|
||||
broadphase = null,
|
||||
gravity = new Vec3(0, 0, -9.82),
|
||||
// solverIterations = 10,
|
||||
} = options
|
||||
|
||||
const world = new World()
|
||||
world.gravity.set(gravity.x, gravity.y, gravity.z)
|
||||
|
||||
if (broadphase === 'sap') {
|
||||
world.broadphase = new SAPBroadphase(world)
|
||||
}
|
||||
// world.solver.iterations = solverIterations;
|
||||
|
||||
const meshes = []
|
||||
|
||||
const obj = {
|
||||
world,
|
||||
addMesh,
|
||||
removeMesh,
|
||||
step,
|
||||
}
|
||||
return obj
|
||||
|
||||
function addMesh(mesh) {
|
||||
const shape = getShape(mesh.geometry)
|
||||
if (shape) {
|
||||
if (mesh.isInstancedMesh) {
|
||||
handleInstancedMesh(mesh, shape)
|
||||
} else if (mesh.isMesh) {
|
||||
handleMesh(mesh, shape)
|
||||
}
|
||||
} else {
|
||||
console.warn(`Unhandled Mesh geometry ${mesh.geometry.type}`)
|
||||
}
|
||||
}
|
||||
|
||||
function removeMesh(mesh) {
|
||||
const index = meshes.indexOf(mesh)
|
||||
if (index !== -1) {
|
||||
meshes.splice(index, 1)
|
||||
}
|
||||
if (mesh.userData.bodies) {
|
||||
mesh.userData.bodies.forEach(body => {
|
||||
world.removeBody(body)
|
||||
})
|
||||
mesh.userData.bodies = []
|
||||
}
|
||||
if (mesh.userData.body) {
|
||||
world.removeBody(mesh.userData.body)
|
||||
delete mesh.userData.body
|
||||
}
|
||||
}
|
||||
|
||||
function step() {
|
||||
world.step(1 / 60)
|
||||
for (let i = 0, l = meshes.length; i < l; i++) {
|
||||
const mesh = meshes[i]
|
||||
if (mesh.isInstancedMesh) {
|
||||
const iMatrix = mesh.instanceMatrix.array
|
||||
const bodies = mesh.userData.bodies
|
||||
for (let j = 0; j < bodies.length; j++) {
|
||||
const body = bodies[j]
|
||||
compose(body.position, body.quaternion, mesh.userData.scales[j], iMatrix, j * 16)
|
||||
}
|
||||
mesh.instanceMatrix.needsUpdate = true
|
||||
} else if (mesh.isMesh) {
|
||||
mesh.position.copy(mesh.userData.body.position)
|
||||
mesh.quaternion.copy(mesh.userData.body.quaternion)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function getShape(geometry) {
|
||||
const parameters = geometry.parameters
|
||||
switch (geometry.type) {
|
||||
case 'BoxGeometry':
|
||||
return new Box(new Vec3(
|
||||
parameters.width / 2,
|
||||
parameters.height / 2,
|
||||
parameters.depth / 2
|
||||
))
|
||||
|
||||
case 'PlaneGeometry':
|
||||
return new Plane()
|
||||
|
||||
case 'SphereGeometry':
|
||||
return new Sphere(parameters.radius)
|
||||
|
||||
case 'CylinderGeometry':
|
||||
return new Cylinder(parameters.radiusTop, parameters.radiusBottom, parameters.height, parameters.radialSegments)
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
function handleMesh(mesh, shape) {
|
||||
const position = new Vec3()
|
||||
position.copy(mesh.position)
|
||||
|
||||
const quaternion = new Quaternion()
|
||||
quaternion.copy(mesh.quaternion)
|
||||
|
||||
const mass = mesh.userData.mass ? mesh.userData.mass : 0
|
||||
const damping = mesh.userData.damping ? mesh.userData.damping : 0.01
|
||||
|
||||
const velocity = mesh.userData.velocity ? new Vec3(
|
||||
mesh.userData.velocity.x,
|
||||
mesh.userData.velocity.y,
|
||||
mesh.userData.velocity.z) : new Vec3(0, 0, 0)
|
||||
|
||||
const body = new Body({ shape, position, velocity, quaternion, mass, linearDamping: damping, angularDamping: damping })
|
||||
world.addBody(body)
|
||||
|
||||
mesh.userData.body = body
|
||||
if (mesh.userData.mass > 0) {
|
||||
meshes.push(mesh)
|
||||
}
|
||||
}
|
||||
|
||||
function handleInstancedMesh(mesh, shape) {
|
||||
const iMatrix = mesh.instanceMatrix.array
|
||||
const bodies = []
|
||||
for (let i = 0; i < mesh.count; i++) {
|
||||
const index = i * 16
|
||||
|
||||
const position = new Vec3()
|
||||
position.set(iMatrix[index + 12], iMatrix[index + 13], iMatrix[index + 14])
|
||||
|
||||
// handle instance scale
|
||||
let scale = 1
|
||||
if (mesh.userData.scales?.[i]) scale = mesh.userData.scales?.[i]
|
||||
const geoParams = mesh.geometry.parameters
|
||||
if (mesh.geometry.type === 'SphereGeometry') {
|
||||
shape = new Sphere(scale * geoParams.radius)
|
||||
} else if (mesh.geometry.type === 'BoxGeometry') {
|
||||
shape = new Box(new Vec3(
|
||||
scale * geoParams.width / 2,
|
||||
scale * geoParams.height / 2,
|
||||
scale * geoParams.depth / 2
|
||||
))
|
||||
} else {
|
||||
console.warn(`Unhandled InstancedMesh geometry ${mesh.geometry.type}`)
|
||||
return
|
||||
}
|
||||
|
||||
let mass = 0
|
||||
if (mesh.userData.masses?.[i]) mass = mesh.userData.masses[i]
|
||||
else if (mesh.userData.mass) mass = mesh.userData.mass
|
||||
|
||||
let damping = 0.01
|
||||
if (mesh.userData.dampings?.[i]) damping = mesh.userData.dampings?.[i]
|
||||
else if (mesh.userData.damping) damping = mesh.userData.damping
|
||||
|
||||
let velocity = new Vec3(0, 0, 0)
|
||||
if (mesh.userData.velocities?.[i]) velocity = new Vec3(
|
||||
mesh.userData.velocities?.[i].x,
|
||||
mesh.userData.velocities?.[i].y,
|
||||
mesh.userData.velocities?.[i].z)
|
||||
else if (mesh.userData.velocities) velocity = new Vec3(
|
||||
mesh.userData.velocities.x,
|
||||
mesh.userData.velocities.y,
|
||||
mesh.userData.velocities.z)
|
||||
|
||||
const body = new Body({ shape, position, velocity, mass, linearDamping: damping, angularDamping: damping })
|
||||
world.addBody(body)
|
||||
bodies.push(body)
|
||||
}
|
||||
|
||||
mesh.userData.bodies = bodies
|
||||
meshes.push(mesh)
|
||||
}
|
||||
|
||||
function compose(position, quaternion, scale, iMatrix, index) {
|
||||
const x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w
|
||||
const x2 = x + x, y2 = y + y, z2 = z + z
|
||||
const xx = x * x2, xy = x * y2, xz = x * z2
|
||||
const yy = y * y2, yz = y * z2, zz = z * z2
|
||||
const wx = w * x2, wy = w * y2, wz = w * z2
|
||||
|
||||
iMatrix[index + 0] = (1 - (yy + zz)) * scale
|
||||
iMatrix[index + 1] = (xy + wz) * scale
|
||||
iMatrix[index + 2] = (xz - wy) * scale
|
||||
iMatrix[index + 3] = 0
|
||||
|
||||
iMatrix[index + 4] = (xy - wz) * scale
|
||||
iMatrix[index + 5] = (1 - (xx + zz)) * scale
|
||||
iMatrix[index + 6] = (yz + wx) * scale
|
||||
iMatrix[index + 7] = 0
|
||||
|
||||
iMatrix[index + 8] = (xz + wy) * scale
|
||||
iMatrix[index + 9] = (yz - wx) * scale
|
||||
iMatrix[index + 10] = (1 - (xx + yy)) * scale
|
||||
iMatrix[index + 11] = 0
|
||||
|
||||
iMatrix[index + 12] = position.x
|
||||
iMatrix[index + 13] = position.y
|
||||
iMatrix[index + 14] = position.z
|
||||
iMatrix[index + 15] = 1
|
||||
}
|
||||
}
|
@ -1,113 +0,0 @@
|
||||
import { defineComponent, inject, onMounted, onUnmounted, watch } from 'vue'
|
||||
import { LoadingManager } from 'three'
|
||||
import { BloomEffect, DepthOfFieldEffect, EdgeDetectionMode, GodRaysEffect, SMAAEffect, SMAAImageLoader, SMAAPreset } from 'postprocessing'
|
||||
import { EffectPassInjectionKey } from './EffectPass'
|
||||
|
||||
// type EffectTypes = 'bloom' | 'dof' | 'godrays' | 'smaa'
|
||||
|
||||
export default defineComponent({
|
||||
props: {
|
||||
type: { type: String, required: true },
|
||||
options: { type: Object, default: () => ({}) },
|
||||
onReady: Function,
|
||||
},
|
||||
setup(props) {
|
||||
const effectPass = inject(EffectPassInjectionKey)
|
||||
if (!effectPass) {
|
||||
console.error('EffectPass not found')
|
||||
return
|
||||
}
|
||||
|
||||
let effect
|
||||
const effectIndex = effectPass.getEffectIndex()
|
||||
|
||||
const initEffect = (params) => {
|
||||
effect = createEffect(effectPass, props, params)
|
||||
if (!effect) {
|
||||
console.error('Invalid effect type')
|
||||
return
|
||||
}
|
||||
if (props.onReady) props.onReady(effect)
|
||||
effectPass.addEffect(effect, effectIndex)
|
||||
}
|
||||
|
||||
onMounted(() => {
|
||||
if (props.type === 'smaa') {
|
||||
const smaaImageLoader = new SMAAImageLoader(new LoadingManager())
|
||||
smaaImageLoader.load(([search, area]) => {
|
||||
initEffect({ smaaSearch: search, smaaArea: area })
|
||||
})
|
||||
} else {
|
||||
initEffect()
|
||||
}
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
if (effect) {
|
||||
effectPass.removeEffect(effect)
|
||||
effect.dispose()
|
||||
}
|
||||
})
|
||||
},
|
||||
render() { return [] },
|
||||
})
|
||||
|
||||
function createEffect(effectPass, props, assets) {
|
||||
let effect
|
||||
switch (props.type) {
|
||||
case 'bloom' :
|
||||
effect = createBloomEffect(props)
|
||||
break
|
||||
case 'dof' :
|
||||
effect = createDepthOfFieldEffect(effectPass, props)
|
||||
break
|
||||
case 'godrays' :
|
||||
effect = createGodraysEffect(effectPass, props)
|
||||
break
|
||||
case 'smaa' :
|
||||
effect = createSmaaEffect(props, assets)
|
||||
break
|
||||
}
|
||||
return effect
|
||||
}
|
||||
|
||||
function createBloomEffect(props) {
|
||||
const effect = new BloomEffect(props.options)
|
||||
watch(() => props.options.luminanceThreshold, (value) => { effect.luminanceMaterial.threshold = value })
|
||||
watch(() => props.options.luminanceSmoothing, (value) => { effect.luminanceMaterial.smoothing = value })
|
||||
watch(() => props.options.intensity, (value) => { effect.intensity = value })
|
||||
return effect
|
||||
}
|
||||
|
||||
function createDepthOfFieldEffect(effectPass, props) {
|
||||
const effect = new DepthOfFieldEffect(effectPass.composer.renderer, props.options)
|
||||
const uniforms = effect.circleOfConfusionMaterial.uniforms
|
||||
watch(() => props.options.focusDistance, (value) => { uniforms.focusDistance.value = value })
|
||||
watch(() => props.options.focalLength, (value) => { uniforms.focalLength.value = value })
|
||||
watch(() => props.options.bokehScale, (value) => { effect.bokehScale = value })
|
||||
return effect
|
||||
}
|
||||
|
||||
function createSmaaEffect(props, assets) {
|
||||
const { smaaSearch, smaaArea } = assets
|
||||
const params = [props.options.preset ?? SMAAPreset.HIGH, props.options.edgeDetectionMode ?? EdgeDetectionMode.COLOR]
|
||||
return new SMAAEffect(smaaSearch, smaaArea, ...params)
|
||||
}
|
||||
|
||||
function createGodraysEffect(effectPass, props) {
|
||||
const opts = { ...props.options }
|
||||
const { lightSource } = props.options
|
||||
if (typeof lightSource !== 'string') {
|
||||
console.error('Invalid lightSource')
|
||||
return
|
||||
}
|
||||
delete opts.lightSource
|
||||
|
||||
const lightSourceComp = effectPass.renderer.$root.$refs[lightSource]
|
||||
if (!lightSourceComp) {
|
||||
console.error('Invalid lightSource ref')
|
||||
return
|
||||
}
|
||||
|
||||
return new GodRaysEffect(effectPass.composer.renderer.camera, lightSourceComp.mesh, opts)
|
||||
}
|
@ -1,42 +0,0 @@
|
||||
import { inject, onUnmounted, provide } from 'vue'
|
||||
import { Clock } from 'three'
|
||||
import { EffectComposer } from 'postprocessing'
|
||||
import { RendererInjectionKey } from '../../../../build/trois.module.js'
|
||||
// import { RendererInjectionKey } from '../../../core'
|
||||
|
||||
export const ComposerInjectionKey = Symbol('Composer')
|
||||
|
||||
export default {
|
||||
setup() {
|
||||
const renderer = inject(RendererInjectionKey)
|
||||
if (!renderer) {
|
||||
console.error('Renderer not found')
|
||||
return
|
||||
}
|
||||
|
||||
const composer = new EffectComposer(renderer.renderer)
|
||||
const clock = new Clock()
|
||||
const render = () => { composer.render(clock.getDelta()) }
|
||||
const setSize = () => { composer.setSize(renderer.size.width, renderer.size.height) }
|
||||
|
||||
let passIndex = 0
|
||||
const getPassIndex = () => { return passIndex++ }
|
||||
|
||||
renderer.onInit(() => {
|
||||
renderer.renderer.autoClear = false
|
||||
renderer.renderFn = render
|
||||
setSize()
|
||||
renderer.onResize(setSize)
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
renderer.offResize(setSize)
|
||||
composer.dispose()
|
||||
})
|
||||
|
||||
provide(ComposerInjectionKey, { renderer, composer, getPassIndex })
|
||||
},
|
||||
render() {
|
||||
return this.$slots.default ? this.$slots.default() : []
|
||||
},
|
||||
}
|
@ -1,66 +0,0 @@
|
||||
import { inject, onUnmounted, provide } from 'vue'
|
||||
import { EffectPass } from 'postprocessing'
|
||||
import { ComposerInjectionKey } from './EffectComposer.js'
|
||||
|
||||
export const EffectPassInjectionKey = Symbol('EffectPass')
|
||||
|
||||
export default {
|
||||
props: {
|
||||
// needsSwap: { type: Boolean, default: false },
|
||||
renderToScreen: { type: Boolean, default: false },
|
||||
},
|
||||
setup() {
|
||||
const composer = inject(ComposerInjectionKey)
|
||||
if (!composer) {
|
||||
console.error('Composer not found')
|
||||
return {}
|
||||
}
|
||||
|
||||
const passIndex = composer.getPassIndex()
|
||||
let effectPass
|
||||
|
||||
const effects = []
|
||||
let effectIndex = 0
|
||||
const getEffectIndex = () => { return effectIndex++ }
|
||||
|
||||
const refreshEffectPass = () => {
|
||||
// we have to recreate EffectPass (modifying effectPass.effects don't work)
|
||||
if (effectPass) {
|
||||
composer.composer.removePass(effectPass)
|
||||
effectPass.dispose()
|
||||
}
|
||||
effectPass = new EffectPass(composer.renderer.camera, ...effects)
|
||||
composer.composer.addPass(effectPass, passIndex)
|
||||
}
|
||||
|
||||
const addEffect = (effect, index) => {
|
||||
effects.splice(index, 1, effect)
|
||||
refreshEffectPass()
|
||||
}
|
||||
|
||||
const removeEffect = (effect) => {
|
||||
const index = effects.indexOf(effect)
|
||||
if (index >= 0) {
|
||||
effects.splice(index, 1)
|
||||
refreshEffectPass()
|
||||
}
|
||||
}
|
||||
|
||||
onUnmounted(() => {
|
||||
if (effectPass) {
|
||||
composer.composer.removePass(effectPass)
|
||||
effectPass.dispose()
|
||||
}
|
||||
})
|
||||
|
||||
provide(EffectPassInjectionKey, {
|
||||
composer,
|
||||
renderer: composer.renderer,
|
||||
effectPass,
|
||||
effects,
|
||||
getEffectIndex,
|
||||
addEffect, removeEffect,
|
||||
})
|
||||
},
|
||||
render() { return this.$slots.default ? this.$slots.default() : [] },
|
||||
}
|
@ -1,59 +0,0 @@
|
||||
import { inject, onUnmounted } from 'vue'
|
||||
import { BlurPass, RenderPass } from 'postprocessing'
|
||||
import { ComposerInjectionKey } from './EffectComposer'
|
||||
|
||||
// type PassTypes = 'render' | 'blur'
|
||||
|
||||
export default {
|
||||
props: {
|
||||
type: { type: String, required: true },
|
||||
options: { type: Object, default: () => ({}) },
|
||||
// needsSwap: { type: Boolean, default: false },
|
||||
renderToScreen: { type: Boolean, default: false },
|
||||
onReady: Function,
|
||||
},
|
||||
setup(props) {
|
||||
const composer = inject(ComposerInjectionKey)
|
||||
if (!composer || !composer.renderer) {
|
||||
console.error('Composer/Renderer not found')
|
||||
return {}
|
||||
}
|
||||
|
||||
let pass
|
||||
const passIndex = composer.getPassIndex()
|
||||
|
||||
const initPass = () => {
|
||||
pass = createPass(composer.renderer, props.type, props.options)
|
||||
if (!pass) {
|
||||
console.error('Invalid pass type')
|
||||
return
|
||||
}
|
||||
pass.renderToScreen = props.renderToScreen
|
||||
if (props.onReady) props.onReady(pass)
|
||||
composer.composer.addPass(pass, passIndex)
|
||||
}
|
||||
|
||||
onUnmounted(() => {
|
||||
if (pass) {
|
||||
composer.composer.removePass(pass)
|
||||
pass.dispose()
|
||||
}
|
||||
})
|
||||
|
||||
initPass()
|
||||
},
|
||||
render() { return [] },
|
||||
}
|
||||
|
||||
function createPass(renderer, type, options) {
|
||||
let pass
|
||||
switch (type) {
|
||||
case 'render' :
|
||||
pass = new RenderPass(renderer.scene, renderer.camera)
|
||||
break
|
||||
case 'blur' :
|
||||
pass = new BlurPass(options)
|
||||
break
|
||||
}
|
||||
return pass
|
||||
}
|
@ -1,4 +0,0 @@
|
||||
export { default as EffectComposer } from './EffectComposer'
|
||||
export { default as Pass } from './Pass'
|
||||
export { default as EffectPass } from './EffectPass'
|
||||
export { default as Effect } from './Effect'
|
@ -1,199 +0,0 @@
|
||||
import {
|
||||
DoubleSide,
|
||||
InstancedBufferAttribute,
|
||||
InstancedMesh,
|
||||
MathUtils,
|
||||
MeshBasicMaterial,
|
||||
Object3D,
|
||||
Vector2,
|
||||
Vector3,
|
||||
} from 'three'
|
||||
|
||||
import { Geometry, Face3 } from 'three/examples/jsm/deprecated/Geometry.js'
|
||||
|
||||
export default class AnimatedPlane {
|
||||
constructor(params) {
|
||||
Object.entries(params).forEach(([key, value]) => {
|
||||
this[key] = value
|
||||
})
|
||||
|
||||
this.o3d = new Object3D()
|
||||
this.uProgress = { value: 0 }
|
||||
this.uvScale = new Vector2()
|
||||
|
||||
this.initMaterial()
|
||||
this.initPlane()
|
||||
}
|
||||
|
||||
initMaterial() {
|
||||
this.material = new MeshBasicMaterial({
|
||||
side: DoubleSide,
|
||||
transparent: true,
|
||||
map: this.texture,
|
||||
onBeforeCompile: shader => {
|
||||
shader.uniforms.progress = this.uProgress
|
||||
shader.uniforms.uvScale = { value: this.uvScale }
|
||||
shader.vertexShader = `
|
||||
uniform float progress;
|
||||
uniform vec2 uvScale;
|
||||
|
||||
attribute vec3 offset;
|
||||
attribute vec3 rotation;
|
||||
attribute vec2 uvOffset;
|
||||
|
||||
mat3 rotationMatrixXYZ(vec3 r)
|
||||
{
|
||||
float cx = cos(r.x);
|
||||
float sx = sin(r.x);
|
||||
float cy = cos(r.y);
|
||||
float sy = sin(r.y);
|
||||
float cz = cos(r.z);
|
||||
float sz = sin(r.z);
|
||||
|
||||
return mat3(
|
||||
cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,
|
||||
-cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,
|
||||
sy, -sx * cy, cx * cy
|
||||
);
|
||||
}
|
||||
` + shader.vertexShader
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace('#include <uv_vertex>', `
|
||||
#include <uv_vertex>
|
||||
vUv = vUv * uvScale + uvOffset;
|
||||
`)
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace('#include <project_vertex>', `
|
||||
mat3 rotMat = rotationMatrixXYZ(progress * rotation);
|
||||
transformed = rotMat * transformed;
|
||||
|
||||
vec4 mvPosition = vec4(transformed, 1.0);
|
||||
#ifdef USE_INSTANCING
|
||||
mvPosition = instanceMatrix * mvPosition;
|
||||
#endif
|
||||
|
||||
mvPosition.xyz += progress * offset;
|
||||
|
||||
mvPosition = modelViewMatrix * mvPosition;
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
`)
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
initPlane() {
|
||||
const { width, wWidth, wHeight } = this.screen
|
||||
this.wSize = this.size * wWidth / width
|
||||
this.nx = Math.ceil(wWidth / this.wSize) + 1
|
||||
this.ny = Math.ceil(wHeight / this.wSize) + 1
|
||||
this.icount = this.nx * this.ny
|
||||
|
||||
this.initGeometry()
|
||||
this.initUV()
|
||||
this.initAnimAttributes()
|
||||
|
||||
if (this.imesh) {
|
||||
this.o3d.remove(this.imesh)
|
||||
}
|
||||
this.imesh = new InstancedMesh(this.bGeometry, this.material, this.icount)
|
||||
this.o3d.add(this.imesh)
|
||||
|
||||
const dummy = new Object3D()
|
||||
let index = 0
|
||||
let x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx
|
||||
for (let i = 0; i < this.nx; i++) {
|
||||
let y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy
|
||||
for (let j = 0; j < this.ny; j++) {
|
||||
dummy.position.set(x, y, 0)
|
||||
dummy.updateMatrix()
|
||||
this.imesh.setMatrixAt(index++, dummy.matrix)
|
||||
y += this.wSize
|
||||
}
|
||||
x += this.wSize
|
||||
}
|
||||
}
|
||||
|
||||
initGeometry() {
|
||||
// square
|
||||
const geometry = new Geometry()
|
||||
geometry.vertices.push(new Vector3(0, 0, 0))
|
||||
geometry.vertices.push(new Vector3(this.wSize, 0, 0))
|
||||
geometry.vertices.push(new Vector3(0, this.wSize, 0))
|
||||
geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0))
|
||||
geometry.faces.push(new Face3(0, 2, 1))
|
||||
geometry.faces.push(new Face3(2, 3, 1))
|
||||
|
||||
geometry.faceVertexUvs[0].push([
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 0),
|
||||
])
|
||||
geometry.faceVertexUvs[0].push([
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
new Vector2(1, 0),
|
||||
])
|
||||
|
||||
// geometry.computeFaceNormals();
|
||||
// geometry.computeVertexNormals();
|
||||
|
||||
// center
|
||||
this.dx = this.wSize / 2
|
||||
this.dy = this.wSize / 2
|
||||
geometry.translate(-this.dx, -this.dy, 0)
|
||||
|
||||
this.bGeometry = geometry.toBufferGeometry()
|
||||
}
|
||||
|
||||
initAnimAttributes() {
|
||||
const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils
|
||||
const v3 = new Vector3()
|
||||
|
||||
const offsets = new Float32Array(this.icount * 3)
|
||||
for (let i = 0; i < offsets.length; i += 3) {
|
||||
if (this.anim === 1) v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i)
|
||||
else v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i)
|
||||
}
|
||||
this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3))
|
||||
|
||||
const rotations = new Float32Array(this.icount * 3)
|
||||
const angle = Math.PI * 4
|
||||
for (let i = 0; i < rotations.length; i += 3) {
|
||||
rotations[i] = rndFS(angle)
|
||||
rotations[i + 1] = rndFS(angle)
|
||||
rotations[i + 2] = rndFS(angle)
|
||||
}
|
||||
this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3))
|
||||
}
|
||||
|
||||
initUV() {
|
||||
const ratio = this.nx / this.ny
|
||||
const tRatio = this.texture.image.width / this.texture.image.height
|
||||
if (ratio > tRatio) this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny)
|
||||
else this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny)
|
||||
const nW = this.uvScale.x * this.nx
|
||||
const nH = this.uvScale.y * this.ny
|
||||
|
||||
const v2 = new Vector2()
|
||||
const uvOffsets = new Float32Array(this.icount * 2)
|
||||
for (let i = 0; i < this.nx; i++) {
|
||||
for (let j = 0; j < this.ny; j++) {
|
||||
v2.set(
|
||||
this.uvScale.x * i + (1 - nW) / 2,
|
||||
this.uvScale.y * j + (1 - nH) / 2
|
||||
).toArray(uvOffsets, (i * this.ny + j) * 2)
|
||||
}
|
||||
}
|
||||
this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2))
|
||||
}
|
||||
|
||||
setTexture(texture) {
|
||||
this.texture = texture
|
||||
this.material.map = texture
|
||||
this.initUV()
|
||||
}
|
||||
|
||||
resize() {
|
||||
this.initPlane()
|
||||
}
|
||||
}
|
@ -1,162 +0,0 @@
|
||||
<template>
|
||||
<Renderer ref="renderer" antialias resize>
|
||||
<Camera ref="camera" :position="{ z: 150 }"></Camera>
|
||||
<Scene ref="scene">
|
||||
</Scene>
|
||||
</Renderer>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
import { defineComponent } from 'vue'
|
||||
import { Object3D } from 'three'
|
||||
import { gsap, Power4 } from 'gsap'
|
||||
|
||||
import { lerp, useTextures, Camera, Renderer, Scene } from '../../../build/trois.module.js'
|
||||
import AnimatedPlane from './AnimatedPlane.js'
|
||||
|
||||
export default defineComponent({
|
||||
components: { Camera, Renderer, Scene },
|
||||
props: {
|
||||
images: Array,
|
||||
events: { type: Object, default: () => { return { wheel: true, click: true, keyup: true } } },
|
||||
},
|
||||
setup() {
|
||||
const loader = useTextures()
|
||||
return {
|
||||
loader,
|
||||
progress: 0,
|
||||
targetProgress: 0,
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
this.renderer = this.$refs.renderer
|
||||
this.three = this.renderer.three
|
||||
|
||||
if (this.images.length < 2) {
|
||||
console.error('This slider needs at least 2 images.')
|
||||
} else {
|
||||
this.loader.loadTextures(this.images, this.init)
|
||||
}
|
||||
},
|
||||
unmounted() {
|
||||
this.loader.dispose()
|
||||
const domElement = this.renderer.renderer.domElement
|
||||
domElement.removeEventListener('click', this.onClick)
|
||||
domElement.removeEventListener('wheel', this.onWheel)
|
||||
document.removeEventListener('keyup', this.onKeyup)
|
||||
},
|
||||
methods: {
|
||||
init() {
|
||||
this.initScene()
|
||||
|
||||
gsap.fromTo(this.plane1.uProgress,
|
||||
{
|
||||
value: -2,
|
||||
},
|
||||
{
|
||||
value: 0,
|
||||
duration: 2.5,
|
||||
ease: Power4.easeOut,
|
||||
}
|
||||
)
|
||||
|
||||
const domElement = this.renderer.renderer.domElement
|
||||
if (this.events.click) domElement.addEventListener('click', this.onClick)
|
||||
if (this.events.wheel) domElement.addEventListener('wheel', this.onWheel)
|
||||
if (this.events.keyup) document.addEventListener('keyup', this.onKeyup)
|
||||
this.renderer.onBeforeRender(this.updateProgress)
|
||||
this.renderer.onResize(this.onResize)
|
||||
},
|
||||
initScene() {
|
||||
const renderer = this.renderer.renderer
|
||||
const scene = this.$refs.scene.scene
|
||||
|
||||
this.plane1 = new AnimatedPlane({
|
||||
renderer, screen: this.renderer.size,
|
||||
size: 10,
|
||||
anim: 1,
|
||||
texture: this.loader.textures[0],
|
||||
})
|
||||
|
||||
this.plane2 = new AnimatedPlane({
|
||||
renderer, screen: this.renderer.size,
|
||||
size: 10,
|
||||
anim: 2,
|
||||
texture: this.loader.textures[1],
|
||||
})
|
||||
|
||||
this.setPlanesProgress(0)
|
||||
this.planes = new Object3D()
|
||||
this.planes.add(this.plane1.o3d)
|
||||
this.planes.add(this.plane2.o3d)
|
||||
scene.add(this.planes)
|
||||
},
|
||||
onResize() {
|
||||
this.plane1.resize()
|
||||
this.plane2.resize()
|
||||
},
|
||||
onWheel(e) {
|
||||
// e.preventDefault()
|
||||
if (e.deltaY > 0) {
|
||||
this.setTargetProgress(this.targetProgress + 1 / 20)
|
||||
} else {
|
||||
this.setTargetProgress(this.targetProgress - 1 / 20)
|
||||
}
|
||||
},
|
||||
onClick(e) {
|
||||
if (e.clientY < this.renderer.size.height / 2) {
|
||||
this.navPrevious()
|
||||
} else {
|
||||
this.navNext()
|
||||
}
|
||||
},
|
||||
onKeyup(e) {
|
||||
if (e.keyCode === 37 || e.keyCode === 38) {
|
||||
this.navPrevious()
|
||||
} else if (e.keyCode === 39 || e.keyCode === 40) {
|
||||
this.navNext()
|
||||
}
|
||||
},
|
||||
navNext() {
|
||||
if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress + 1)
|
||||
else this.setTargetProgress(Math.ceil(this.targetProgress))
|
||||
},
|
||||
navPrevious() {
|
||||
if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress - 1)
|
||||
else this.setTargetProgress(Math.floor(this.targetProgress))
|
||||
},
|
||||
setTargetProgress(value) {
|
||||
this.targetProgress = value
|
||||
if (this.targetProgress < 0) {
|
||||
this.progress += this.images.length
|
||||
this.targetProgress += this.images.length
|
||||
}
|
||||
},
|
||||
updateProgress() {
|
||||
const progress1 = lerp(this.progress, this.targetProgress, 0.1)
|
||||
const pdiff = progress1 - this.progress
|
||||
if (pdiff === 0) return
|
||||
|
||||
const p0 = this.progress % 1
|
||||
const p1 = progress1 % 1
|
||||
if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) {
|
||||
const i = Math.floor(progress1) % this.images.length
|
||||
const j = (i + 1) % this.images.length
|
||||
this.plane1.setTexture(this.loader.textures[i])
|
||||
this.plane2.setTexture(this.loader.textures[j])
|
||||
}
|
||||
|
||||
this.progress = progress1
|
||||
this.setPlanesProgress(this.progress % 1)
|
||||
},
|
||||
setPlanesProgress(progress) {
|
||||
this.plane1.uProgress.value = progress
|
||||
this.plane2.uProgress.value = -1 + progress
|
||||
this.plane1.material.opacity = 1 - progress
|
||||
this.plane2.material.opacity = progress
|
||||
this.plane1.o3d.position.z = progress
|
||||
this.plane2.o3d.position.z = progress - 1
|
||||
},
|
||||
},
|
||||
})
|
||||
</script>
|
@ -1,157 +0,0 @@
|
||||
<template>
|
||||
<Renderer ref="renderer" antialias resize pointer>
|
||||
<OrthographicCamera ref="camera" :position="{ z: 10 }" />
|
||||
<Scene ref="scene" />
|
||||
</Renderer>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
import { defineComponent } from 'vue'
|
||||
import { Vector2 } from 'three'
|
||||
import { gsap, Power4 } from 'gsap'
|
||||
|
||||
import { lerp, useTextures, OrthographicCamera, Renderer, Scene } from '../../../build/trois.module.js'
|
||||
import ZoomBlurImage from './ZoomBlurImage.js'
|
||||
|
||||
export default defineComponent({
|
||||
components: { OrthographicCamera, Renderer, Scene },
|
||||
props: {
|
||||
images: Array,
|
||||
events: { type: Object, default: () => { return { wheel: true, click: true, keyup: true } } },
|
||||
},
|
||||
setup() {
|
||||
const center = new Vector2()
|
||||
const loader = useTextures()
|
||||
|
||||
return {
|
||||
loader,
|
||||
center,
|
||||
progress: 0,
|
||||
targetProgress: 0,
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
this.renderer = this.$refs.renderer
|
||||
this.three = this.renderer.three
|
||||
|
||||
if (this.images.length < 2) {
|
||||
console.error('This slider needs at least 2 images.')
|
||||
} else {
|
||||
this.loader.loadTextures(this.images, this.init)
|
||||
}
|
||||
},
|
||||
unmounted() {
|
||||
this.loader.dispose()
|
||||
const domElement = this.renderer.renderer.domElement
|
||||
domElement.removeEventListener('click', this.onClick)
|
||||
domElement.removeEventListener('wheel', this.onWheel)
|
||||
document.removeEventListener('keyup', this.onKeyup)
|
||||
},
|
||||
methods: {
|
||||
init() {
|
||||
this.initScene()
|
||||
gsap.fromTo(this.image1.uStrength,
|
||||
{
|
||||
value: -2,
|
||||
},
|
||||
{
|
||||
value: 0,
|
||||
duration: 2.5,
|
||||
ease: Power4.easeOut,
|
||||
}
|
||||
)
|
||||
|
||||
const domElement = this.renderer.renderer.domElement
|
||||
if (this.events.click) domElement.addEventListener('click', this.onClick)
|
||||
if (this.events.wheel) domElement.addEventListener('wheel', this.onWheel)
|
||||
if (this.events.keyup) document.addEventListener('keyup', this.onKeyup)
|
||||
this.renderer.onBeforeRender(this.animate)
|
||||
this.renderer.onResize(this.onResize)
|
||||
},
|
||||
initScene() {
|
||||
const scene = this.$refs.scene.scene
|
||||
|
||||
this.image1 = new ZoomBlurImage(this.renderer)
|
||||
this.image1.setMap(this.loader.textures[0])
|
||||
this.image2 = new ZoomBlurImage(this.renderer)
|
||||
this.image2.setMap(this.loader.textures[1])
|
||||
this.setImagesProgress(0)
|
||||
|
||||
scene.add(this.image1.mesh)
|
||||
scene.add(this.image2.mesh)
|
||||
},
|
||||
animate() {
|
||||
const { positionN } = this.renderer.three.pointer
|
||||
this.center.copy(positionN).divideScalar(2).addScalar(0.5)
|
||||
this.image1.uCenter.value.lerp(this.center, 0.1)
|
||||
this.image2.uCenter.value.lerp(this.center, 0.1)
|
||||
// lerpv2(this.image1.uCenter.value, this.center, 0.1)
|
||||
// lerpv2(this.image2.uCenter.value, this.center, 0.1)
|
||||
|
||||
this.updateProgress()
|
||||
},
|
||||
onResize() {
|
||||
this.image1.updateUV()
|
||||
this.image2.updateUV()
|
||||
},
|
||||
onWheel(e) {
|
||||
// e.preventDefault()
|
||||
if (e.deltaY > 0) {
|
||||
this.setTargetProgress(this.targetProgress + 1 / 20)
|
||||
} else {
|
||||
this.setTargetProgress(this.targetProgress - 1 / 20)
|
||||
}
|
||||
},
|
||||
onClick(e) {
|
||||
if (e.clientY < this.renderer.size.height / 2) {
|
||||
this.navPrevious()
|
||||
} else {
|
||||
this.navNext()
|
||||
}
|
||||
},
|
||||
onKeyup(e) {
|
||||
if (e.keyCode === 37 || e.keyCode === 38) {
|
||||
this.navPrevious()
|
||||
} else if (e.keyCode === 39 || e.keyCode === 40) {
|
||||
this.navNext()
|
||||
}
|
||||
},
|
||||
navNext() {
|
||||
if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress + 1)
|
||||
else this.setTargetProgress(Math.ceil(this.targetProgress))
|
||||
},
|
||||
navPrevious() {
|
||||
if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress - 1)
|
||||
else this.setTargetProgress(Math.floor(this.targetProgress))
|
||||
},
|
||||
setTargetProgress(value) {
|
||||
this.targetProgress = value
|
||||
if (this.targetProgress < 0) {
|
||||
this.progress += this.images.length
|
||||
this.targetProgress += this.images.length
|
||||
}
|
||||
},
|
||||
updateProgress() {
|
||||
const progress1 = lerp(this.progress, this.targetProgress, 0.1)
|
||||
const pdiff = progress1 - this.progress
|
||||
if (pdiff === 0) return
|
||||
|
||||
const p0 = this.progress % 1
|
||||
const p1 = progress1 % 1
|
||||
if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) {
|
||||
const i = Math.floor(progress1) % this.images.length
|
||||
const j = (i + 1) % this.images.length
|
||||
this.image1.setMap(this.loader.textures[i])
|
||||
this.image2.setMap(this.loader.textures[j])
|
||||
}
|
||||
|
||||
this.progress = progress1
|
||||
this.setImagesProgress(this.progress % 1)
|
||||
},
|
||||
setImagesProgress(progress) {
|
||||
this.image1.uStrength.value = progress
|
||||
this.image2.uStrength.value = -1 + progress
|
||||
},
|
||||
},
|
||||
})
|
||||
</script>
|
@ -1,109 +0,0 @@
|
||||
import {
|
||||
Mesh,
|
||||
PlaneGeometry,
|
||||
ShaderMaterial,
|
||||
Vector2,
|
||||
} from 'three'
|
||||
|
||||
export default function ZoomBlurImage(renderer) {
|
||||
let geometry, material, mesh
|
||||
|
||||
const uMap = { value: null }
|
||||
const uCenter = { value: new Vector2(0.5, 0.5) }
|
||||
const uStrength = { value: 0 }
|
||||
const uUVOffset = { value: new Vector2(0, 0) }
|
||||
const uUVScale = { value: new Vector2(1, 1) }
|
||||
|
||||
init()
|
||||
|
||||
return { geometry, material, mesh, uCenter, uStrength, setMap, updateUV }
|
||||
|
||||
function init() {
|
||||
geometry = new PlaneGeometry(2, 2, 1, 1)
|
||||
|
||||
material = new ShaderMaterial({
|
||||
transparent: true,
|
||||
uniforms: {
|
||||
map: uMap,
|
||||
center: uCenter,
|
||||
strength: uStrength,
|
||||
uvOffset: uUVOffset,
|
||||
uvScale: uUVScale,
|
||||
},
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
// adapted from https://github.com/evanw/glfx.js
|
||||
fragmentShader: `
|
||||
uniform sampler2D map;
|
||||
uniform vec2 center;
|
||||
uniform float strength;
|
||||
uniform vec2 uvOffset;
|
||||
uniform vec2 uvScale;
|
||||
varying vec2 vUv;
|
||||
|
||||
float random(vec3 scale, float seed) {
|
||||
/* use the fragment position for a different seed per-pixel */
|
||||
return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 tUv = vUv * uvScale + uvOffset;
|
||||
if (abs(strength) > 0.001) {
|
||||
vec4 color = vec4(0.0);
|
||||
float total = 0.0;
|
||||
vec2 toCenter = center * uvScale + uvOffset - tUv;
|
||||
|
||||
/* randomize the lookup values to hide the fixed number of samples */
|
||||
float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
|
||||
|
||||
for (float t = 0.0; t <= 20.0; t++) {
|
||||
float percent = (t + offset) / 20.0;
|
||||
float weight = 2.0 * (percent - percent * percent);
|
||||
vec4 texel = texture2D(map, tUv + toCenter * percent * strength);
|
||||
|
||||
/* switch to pre-multiplied alpha to correctly blur transparent images */
|
||||
texel.rgb *= texel.a;
|
||||
|
||||
color += texel * weight;
|
||||
total += weight;
|
||||
}
|
||||
|
||||
gl_FragColor = color / total;
|
||||
|
||||
/* switch back from pre-multiplied alpha */
|
||||
gl_FragColor.rgb /= gl_FragColor.a + 0.00001;
|
||||
gl_FragColor.a = 1.0 - abs(strength);
|
||||
} else {
|
||||
gl_FragColor = texture2D(map, tUv);
|
||||
}
|
||||
}
|
||||
`,
|
||||
})
|
||||
|
||||
mesh = new Mesh(geometry, material)
|
||||
}
|
||||
|
||||
function setMap(value) {
|
||||
uMap.value = value
|
||||
updateUV()
|
||||
}
|
||||
|
||||
function updateUV() {
|
||||
const ratio = renderer.size.ratio
|
||||
const iRatio = uMap.value.image.width / uMap.value.image.height
|
||||
uUVOffset.value.set(0, 0)
|
||||
uUVScale.value.set(1, 1)
|
||||
if (iRatio > ratio) {
|
||||
uUVScale.value.x = ratio / iRatio
|
||||
uUVOffset.value.x = (1 - uUVScale.value.x) / 2
|
||||
} else {
|
||||
uUVScale.value.y = iRatio / ratio
|
||||
uUVOffset.value.y = (1 - uUVScale.value.y) / 2
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user