mirror of
https://github.com/Doodle3D/Doodle3D-Core.git
synced 2024-12-22 11:03:48 +01:00
Merge branch 'master' into feature/on-screen-text
This commit is contained in:
commit
8621ff9755
36
shaders/anaglyph_frag.glsl
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36
shaders/anaglyph_frag.glsl
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@ -0,0 +1,36 @@
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uniform sampler2D mapLeft;
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uniform sampler2D mapRight;
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varying vec2 vUv;
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uniform mat3 colorMatrixLeft;
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uniform mat3 colorMatrixRight;
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float lin( float c ) {
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return c <= 0.04045 ? c * 0.0773993808 :
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pow( c * 0.9478672986 + 0.0521327014, 2.4 );
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}
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vec4 lin( vec4 c ) {
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return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );
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}
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float dev( float c ) {
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return c <= 0.0031308 ? c * 12.92 : pow( c, 0.41666 ) * 1.055 - 0.055;
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}
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void main() {
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vec2 uv = vUv;
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vec4 colorL = lin( texture2D( mapLeft, uv ) );
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vec4 colorR = lin( texture2D( mapRight, uv ) );
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vec3 color = clamp(
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colorMatrixLeft * colorL.rgb +
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colorMatrixRight * colorR.rgb, 0., 1. );
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gl_FragColor = vec4(
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dev( color.r ), dev( color.g ), dev( color.b ),
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max( colorL.a, colorR.a ) );
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}
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5
shaders/anaglyph_vert.glsl
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5
shaders/anaglyph_vert.glsl
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varying vec2 vUv;
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void main() {
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vUv = vec2( uv.x, uv.y );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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@ -16,7 +16,7 @@ import TwistTransformer from '../d3/transformers/TwistTransformer.js';
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import SculptTransformer from '../d3/transformers/SculptTransformer.js';
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import StampTransformer from '../d3/transformers/StampTransformer.js';
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import SelectionBox from '../d3/SelectionBox.js';
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import RenderChain from '../d3/RenderChain';
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import RenderChain, { TOONSHADER_OUTLINE, TOONSHADER } from '../d3/RenderChain';
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import BaseTransformer from '../d3/transformers/BaseTransformer.js';
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import Camera from '../d3/Camera.js';
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import ReactResizeDetector from 'react-resize-detector';
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@ -62,8 +62,8 @@ class D3Panel extends React.Component {
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componentWillMount() {
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this.createScene();
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const toonShader = hasExtensionsFor.toonShaderPreview;
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this.renderChain = new RenderChain(this.renderer, this.scene, this.camera, toonShader, {
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const shader = hasExtensionsFor.toonShaderPreview ? TOONSHADER_OUTLINE : TOONSHADER;
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this.renderChain = new RenderChain(this.renderer, this.scene, this.camera, shader, {
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UI: this.UIContainer,
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shapes: this.shapesManager,
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boundingBox: this.selectionBox,
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35
src/d3/RenderChain.js
vendored
35
src/d3/RenderChain.js
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@ -1,16 +1,22 @@
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import * as THREE from 'three';
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import OutlinePass from './OutlinePass.js';
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import RenderPass from './RenderPass.js';
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import OutlinePass from './effects/OutlinePass.js';
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import RenderPass from './effects/RenderPass.js';
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import AnaglyphPass from './effects/AnaglyphPass.js';
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import 'three/examples/js/shaders/CopyShader.js';
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import 'three/examples/js/postprocessing/EffectComposer.js';
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import 'three/examples/js/postprocessing/ShaderPass.js';
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export const TOONSHADER_OUTLINE = 'toonshader-outline';
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export const ANAGLYPH = 'anaglyph';
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export const TOONSHADER = 'toonshader';
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export default class RenderChain extends THREE.EffectComposer {
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constructor(renderer, scene, camera, toonShader, groups) {
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constructor(renderer, scene, camera, shader, groups) {
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super(renderer);
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this._groups = groups;
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if (toonShader) {
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switch (shader) {
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case TOONSHADER_OUTLINE: {
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const renderPass = new RenderPass(scene, camera, () => {
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this._setVisible(this._initalValues, [groups.shapes, groups.plane, groups.boundingBox]);
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});
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@ -28,16 +34,29 @@ export default class RenderChain extends THREE.EffectComposer {
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renderPassUI.clear = false;
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renderPassUI.renderToScreen = true;
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this.addPass(renderPassUI);
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} else {
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break;
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}
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case ANAGLYPH: {
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const anaglyphPass = new AnaglyphPass(scene, camera);
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anaglyphPass.renderToScreen = true;
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this.addPass(anaglyphPass);
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break;
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}
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case TOONSHADER:
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default: {
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const renderPass = new RenderPass(scene, camera);
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renderPass.renderToScreen = true;
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this.addPass(renderPass);
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break;
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}
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}
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this._renderer = renderer;
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this._camera = camera;
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this._scene = scene;
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this._toonShader = toonShader;
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this._shader = shader;
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}
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_getCurrentVisibleValues() {
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@ -74,13 +93,13 @@ export default class RenderChain extends THREE.EffectComposer {
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}
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render() {
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if (this._toonShader) {
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if (this._shader === TOONSHADER_OUTLINE) {
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this._initalValues = this._getCurrentVisibleValues();
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}
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super.render();
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if (this._toonShader) {
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if (this._shader === TOONSHADER_OUTLINE) {
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const { shapes, UI, plane, boundingBox } = this._groups;
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this._setVisible(this._initalValues, [shapes, UI, plane, boundingBox]);
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}
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7
src/d3/createScene.js
vendored
7
src/d3/createScene.js
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@ -1,6 +1,6 @@
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import * as THREE from 'three';
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import ShapesManager from './ShapesManager.js';
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import RenderChain from './RenderChain.js';
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import RenderChain, { TOONSHADER, TOONSHADER_OUTLINE } from './RenderChain.js';
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import { hasExtensionsFor } from '../utils/webGLSupport.js';
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import { CANVAS_SIZE } from '../constants/d2Constants.js';
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@ -17,7 +17,7 @@ export default function createScene(state, canvas) {
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scene.add(camera);
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const shapesManager = new ShapesManager({ toonShader: hasExtensionsFor.toonShaderThumbnail });
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const shapesManager = new ShapesManager();
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shapesManager.update(state);
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scene.add(shapesManager);
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@ -37,7 +37,8 @@ export default function createScene(state, canvas) {
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const renderer = new THREE.WebGLRenderer({ canvas, alpha: true });
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const renderChain = new RenderChain(renderer, scene, camera, hasExtensionsFor.toonShaderThumbnail, {
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const shader = hasExtensionsFor.toonShaderThumbnail ? TOONSHADER_OUTLINE : TOONSHADER;
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const renderChain = new RenderChain(renderer, scene, camera, shader, {
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plane,
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UI: new THREE.Object3D(),
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shapes: shapesManager,
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66
src/d3/effects/AnaglyphPass.js
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66
src/d3/effects/AnaglyphPass.js
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import * as THREE from 'three';
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import anaglyphVert from '../../../shaders/anaglyph_vert.glsl';
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import anaglyphFrag from '../../../shaders/anaglyph_frag.glsl';
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const COLOR_MATRIX_LEFT = new THREE.Matrix3().fromArray([
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1.0671679973602295, -0.0016435992438346148, 0.0001777536963345483,
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-0.028107794001698494, -0.00019593400065787137, -0.0002875397040043026,
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-0.04279090091586113, 0.000015809757314855233, -0.00024287120322696865
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]);
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const COLOR_MATRIX_RIGHT = new THREE.Matrix3().fromArray([
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-0.0355340838432312, -0.06440307199954987, 0.018319187685847282,
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-0.10269022732973099, 0.8079727292060852, -0.04835830628871918,
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0.0001224992738571018, -0.009558862075209618, 0.567823588848114
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]);
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export default class AnaglyphPass {
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constructor(scene, camera) {
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this.scene = scene;
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this.camera = camera;
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this.clear = true;
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this.renderToScreen = false;
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const params = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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};
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this._stereo = new THREE.StereoCamera();
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this._renderTargetL = new THREE.WebGLRenderTarget(1, 1, params);
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this._renderTargetR = new THREE.WebGLRenderTarget(1, 1, params);
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this._material = new THREE.ShaderMaterial({
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uniforms: {
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mapLeft: { value: this._renderTargetL.texture },
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mapRight: { value: this._renderTargetR.texture },
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colorMatrixLeft: { value: COLOR_MATRIX_LEFT },
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colorMatrixRight: { value: COLOR_MATRIX_RIGHT }
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},
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vertexShader: anaglyphVert,
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fragmentShader: anaglyphFrag
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});
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this._camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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this._scene = new THREE.Scene();
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this._quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), this._material);
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this._quad.frustumCulled = false;
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this._scene.add(this._quad);
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}
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setSize(width, height, pixelRatio = 1) {
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this._renderTargetL.setSize(width * pixelRatio, height * pixelRatio);
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this._renderTargetR.setSize(width * pixelRatio, height * pixelRatio);
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}
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render(renderer, writeBuffer, readBuffer, delta, maskActive) {
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this.scene.updateMatrixWorld();
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this._stereo.update(this.camera);
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renderer.render(this.scene, this._stereo.cameraL, this._renderTargetL, true);
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renderer.render(this.scene, this._stereo.cameraR, this._renderTargetR, true);
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renderer.render(this._scene, this._camera, this.renderToScreen ? null : readBuffer, this.clear);
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}
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}
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@ -1,10 +1,10 @@
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import * as THREE from 'three';
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import normalDepthVert from '../../shaders/normal_depth_vert.glsl';
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import normalDepthFrag from '../../shaders/normal_depth_frag.glsl';
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import edgeVert from '../../shaders/edge_vert.glsl';
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import edgeFrag from '../../shaders/edge_frag.glsl';
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import combineVert from '../../shaders/combine_vert.glsl';
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import combineFrag from '../../shaders/combine_frag.glsl';
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import normalDepthVert from '../../../shaders/normal_depth_vert.glsl';
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import normalDepthFrag from '../../../shaders/normal_depth_frag.glsl';
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import edgeVert from '../../../shaders/edge_vert.glsl';
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import edgeFrag from '../../../shaders/edge_frag.glsl';
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import combineVert from '../../../shaders/combine_vert.glsl';
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import combineFrag from '../../../shaders/combine_frag.glsl';
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export default class OutlinePass {
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constructor(scene, camera, callbackBeforeRender) {
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