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| 1 | +import { |
| 2 | + DirectionalLight, |
| 3 | + AmbientLight, |
| 4 | + IcosahedronGeometry, |
| 5 | + MeshStandardMaterial, |
| 6 | + Mesh, |
| 7 | + LinearFilter, |
| 8 | + WebGLRenderTarget |
| 9 | +} from 'three' |
| 10 | +import { getCamera, getRenderSize, getScene, getTick } from './render/init.js' |
| 11 | +// import postprocessing passes |
| 12 | +import { SavePass } from 'three/examples/jsm/postprocessing/SavePass.js' |
| 13 | +import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js' |
| 14 | +import { BlendShader } from 'three/examples/jsm/shaders/BlendShader.js' |
| 15 | +import { CopyShader } from 'three/examples/jsm/shaders/CopyShader.js' |
| 16 | + |
| 17 | +import vertexParse from './shaders/vertex-pars.glsl' |
| 18 | +import vertexMain from './shaders/vertex-main.glsl' |
| 19 | +import fragmentPars from './shaders/fragment_pars.glsl' |
| 20 | +import fragmentMain from './shaders/fragment_main.glsl' |
| 21 | + |
| 22 | +const startApp = () => { |
| 23 | + const scene = getScene() |
| 24 | + const { width, height } = getRenderSize() |
| 25 | + |
| 26 | + // settings |
| 27 | + const MOTION_BLUR_AMOUNT = 0.725 |
| 28 | + |
| 29 | + // lighting |
| 30 | + const dirLight = new DirectionalLight('#36938a', 1.5) |
| 31 | + dirLight.position.set(10, 10, 2) |
| 32 | + |
| 33 | + const ambientLight = new AmbientLight('#3aa294', 0.9) |
| 34 | + scene.add(dirLight, ambientLight) |
| 35 | + |
| 36 | + // meshes |
| 37 | + const geometry = new IcosahedronGeometry(1, 300) |
| 38 | + const material = new MeshStandardMaterial({ |
| 39 | + onBeforeCompile(shader) { |
| 40 | + // Storing a reference to the shader object |
| 41 | + material.userData.shader = shader |
| 42 | + |
| 43 | + // uniforms |
| 44 | + shader.uniforms.uTime = { value: 0 } |
| 45 | + |
| 46 | + const parsVertextString = /* glsl*/ `#include <displacementmap_pars_vertex>` |
| 47 | + shader.vertexShader = shader.vertexShader.replace( |
| 48 | + parsVertextString, |
| 49 | + parsVertextString + vertexParse |
| 50 | + ) |
| 51 | + |
| 52 | + const mainVertexString = /* glsl */ `#include <displacementmap_vertex>` |
| 53 | + shader.vertexShader = shader.vertexShader.replace( |
| 54 | + mainVertexString, |
| 55 | + mainVertexString + vertexMain |
| 56 | + ) |
| 57 | + |
| 58 | + const mainFragmentString = /* glsl */ `#include <normal_fragment_maps>` |
| 59 | + const parsFragmentString = /* glsl */ `#include <bumpmap_pars_fragment>` |
| 60 | + shader.fragmentShader = shader.fragmentShader.replace( |
| 61 | + parsFragmentString, |
| 62 | + parsFragmentString + fragmentPars |
| 63 | + ) |
| 64 | + shader.fragmentShader = shader.fragmentShader.replace( |
| 65 | + mainFragmentString, |
| 66 | + mainFragmentString + fragmentMain |
| 67 | + ) |
| 68 | + } |
| 69 | + }) |
| 70 | + |
| 71 | + const ico = new Mesh(geometry, material) |
| 72 | + scene.add(ico) |
| 73 | + |
| 74 | + // postprocessing |
| 75 | + const renderTargetParameters = { |
| 76 | + minFilter: LinearFilter, |
| 77 | + magFilter: LinearFilter, |
| 78 | + stencilBuffer: false, |
| 79 | + } |
| 80 | + |
| 81 | + // save pass |
| 82 | + const savePass = new SavePass(new WebGLRenderTarget(width, height, renderTargetParameters)) |
| 83 | + |
| 84 | + // blend pass |
| 85 | + const blendPass = new ShaderPass(BlendShader, 'tDiffuse1') |
| 86 | + blendPass.uniforms['tDiffuse2'].value = savePass.renderTarget.texture |
| 87 | + blendPass.uniforms['mixRatio'].value = MOTION_BLUR_AMOUNT |
| 88 | + |
| 89 | + // output pass |
| 90 | + const outputPass = new ShaderPass(CopyShader) |
| 91 | + outputPass.renderToScreen = true |
| 92 | + |
| 93 | + getTick(({ timestamp, timeDiff }) => { |
| 94 | + const time = timestamp / 10000; |
| 95 | + if (material?.userData?.shader?.uniforms?.uTime) |
| 96 | + material.userData.shader.uniforms.uTime.value = time |
| 97 | + }) |
| 98 | +} |
| 99 | + |
| 100 | +export default startApp |
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