First visible map

This commit is contained in:
AlxAI 2025-03-03 23:13:00 -08:00
parent 1f8ac5ae20
commit 0b562dc2ac
1089 changed files with 313044 additions and 69 deletions

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import {
LinearFilter,
Matrix3,
NearestFilter,
RGBAFormat,
ShaderMaterial,
StereoCamera,
WebGLRenderTarget
} from 'three';
import { FullScreenQuad } from '../postprocessing/Pass.js';
class AnaglyphEffect {
constructor( renderer, width = 512, height = 512 ) {
// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
this.colorMatrixLeft = new Matrix3().fromArray( [
0.456100, - 0.0400822, - 0.0152161,
0.500484, - 0.0378246, - 0.0205971,
0.176381, - 0.0157589, - 0.00546856
] );
this.colorMatrixRight = new Matrix3().fromArray( [
- 0.0434706, 0.378476, - 0.0721527,
- 0.0879388, 0.73364, - 0.112961,
- 0.00155529, - 0.0184503, 1.2264
] );
const _stereo = new StereoCamera();
const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
const _renderTargetL = new WebGLRenderTarget( width, height, _params );
const _renderTargetR = new WebGLRenderTarget( width, height, _params );
const _material = new ShaderMaterial( {
uniforms: {
'mapLeft': { value: _renderTargetL.texture },
'mapRight': { value: _renderTargetR.texture },
'colorMatrixLeft': { value: this.colorMatrixLeft },
'colorMatrixRight': { value: this.colorMatrixRight }
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = vec2( uv.x, uv.y );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'uniform sampler2D mapLeft;',
'uniform sampler2D mapRight;',
'varying vec2 vUv;',
'uniform mat3 colorMatrixLeft;',
'uniform mat3 colorMatrixRight;',
'void main() {',
' vec2 uv = vUv;',
' vec4 colorL = texture2D( mapLeft, uv );',
' vec4 colorR = texture2D( mapRight, uv );',
' vec3 color = clamp(',
' colorMatrixLeft * colorL.rgb +',
' colorMatrixRight * colorR.rgb, 0., 1. );',
' gl_FragColor = vec4(',
' color.r, color.g, color.b,',
' max( colorL.a, colorR.a ) );',
' #include <tonemapping_fragment>',
' #include <colorspace_fragment>',
'}'
].join( '\n' )
} );
const _quad = new FullScreenQuad( _material );
this.setSize = function ( width, height ) {
renderer.setSize( width, height );
const pixelRatio = renderer.getPixelRatio();
_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
};
this.render = function ( scene, camera ) {
const currentRenderTarget = renderer.getRenderTarget();
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
_stereo.update( camera );
renderer.setRenderTarget( _renderTargetL );
renderer.clear();
renderer.render( scene, _stereo.cameraL );
renderer.setRenderTarget( _renderTargetR );
renderer.clear();
renderer.render( scene, _stereo.cameraR );
renderer.setRenderTarget( null );
_quad.render( renderer );
renderer.setRenderTarget( currentRenderTarget );
};
this.dispose = function () {
_renderTargetL.dispose();
_renderTargetR.dispose();
_material.dispose();
_quad.dispose();
};
}
}
export { AnaglyphEffect };

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/**
* Ascii generation is based on https://github.com/hassadee/jsascii/blob/master/jsascii.js
*
* 16 April 2012 - @blurspline
*/
class AsciiEffect {
constructor( renderer, charSet = ' .:-=+*#%@', options = {} ) {
// ' .,:;=|iI+hHOE#`$';
// darker bolder character set from https://github.com/saw/Canvas-ASCII-Art/
// ' .\'`^",:;Il!i~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$'.split('');
// Some ASCII settings
const fResolution = options[ 'resolution' ] || 0.15; // Higher for more details
const iScale = options[ 'scale' ] || 1;
const bColor = options[ 'color' ] || false; // nice but slows down rendering!
const bAlpha = options[ 'alpha' ] || false; // Transparency
const bBlock = options[ 'block' ] || false; // blocked characters. like good O dos
const bInvert = options[ 'invert' ] || false; // black is white, white is black
const strResolution = options[ 'strResolution' ] || 'low';
let width, height;
const domElement = document.createElement( 'div' );
domElement.style.cursor = 'default';
const oAscii = document.createElement( 'table' );
domElement.appendChild( oAscii );
let iWidth, iHeight;
let oImg;
this.setSize = function ( w, h ) {
width = w;
height = h;
renderer.setSize( w, h );
initAsciiSize();
};
this.render = function ( scene, camera ) {
renderer.render( scene, camera );
asciifyImage( oAscii );
};
this.domElement = domElement;
// Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js (MIT License)
function initAsciiSize() {
iWidth = Math.floor( width * fResolution );
iHeight = Math.floor( height * fResolution );
oCanvas.width = iWidth;
oCanvas.height = iHeight;
// oCanvas.style.display = "none";
// oCanvas.style.width = iWidth;
// oCanvas.style.height = iHeight;
oImg = renderer.domElement;
if ( oImg.style.backgroundColor ) {
oAscii.rows[ 0 ].cells[ 0 ].style.backgroundColor = oImg.style.backgroundColor;
oAscii.rows[ 0 ].cells[ 0 ].style.color = oImg.style.color;
}
oAscii.cellSpacing = 0;
oAscii.cellPadding = 0;
const oStyle = oAscii.style;
oStyle.whiteSpace = 'pre';
oStyle.margin = '0px';
oStyle.padding = '0px';
oStyle.letterSpacing = fLetterSpacing + 'px';
oStyle.fontFamily = strFont;
oStyle.fontSize = fFontSize + 'px';
oStyle.lineHeight = fLineHeight + 'px';
oStyle.textAlign = 'left';
oStyle.textDecoration = 'none';
}
const aDefaultCharList = ( ' .,:;i1tfLCG08@' ).split( '' );
const aDefaultColorCharList = ( ' CGO08@' ).split( '' );
const strFont = 'courier new, monospace';
const oCanvasImg = renderer.domElement;
const oCanvas = document.createElement( 'canvas' );
if ( ! oCanvas.getContext ) {
return;
}
const oCtx = oCanvas.getContext( '2d' );
if ( ! oCtx.getImageData ) {
return;
}
let aCharList = ( bColor ? aDefaultColorCharList : aDefaultCharList );
if ( charSet ) aCharList = charSet;
// Setup dom
const fFontSize = ( 2 / fResolution ) * iScale;
const fLineHeight = ( 2 / fResolution ) * iScale;
// adjust letter-spacing for all combinations of scale and resolution to get it to fit the image width.
let fLetterSpacing = 0;
if ( strResolution == 'low' ) {
switch ( iScale ) {
case 1 : fLetterSpacing = - 1; break;
case 2 :
case 3 : fLetterSpacing = - 2.1; break;
case 4 : fLetterSpacing = - 3.1; break;
case 5 : fLetterSpacing = - 4.15; break;
}
}
if ( strResolution == 'medium' ) {
switch ( iScale ) {
case 1 : fLetterSpacing = 0; break;
case 2 : fLetterSpacing = - 1; break;
case 3 : fLetterSpacing = - 1.04; break;
case 4 :
case 5 : fLetterSpacing = - 2.1; break;
}
}
if ( strResolution == 'high' ) {
switch ( iScale ) {
case 1 :
case 2 : fLetterSpacing = 0; break;
case 3 :
case 4 :
case 5 : fLetterSpacing = - 1; break;
}
}
// can't get a span or div to flow like an img element, but a table works?
// convert img element to ascii
function asciifyImage( oAscii ) {
oCtx.clearRect( 0, 0, iWidth, iHeight );
oCtx.drawImage( oCanvasImg, 0, 0, iWidth, iHeight );
const oImgData = oCtx.getImageData( 0, 0, iWidth, iHeight ).data;
// Coloring loop starts now
let strChars = '';
// console.time('rendering');
for ( let y = 0; y < iHeight; y += 2 ) {
for ( let x = 0; x < iWidth; x ++ ) {
const iOffset = ( y * iWidth + x ) * 4;
const iRed = oImgData[ iOffset ];
const iGreen = oImgData[ iOffset + 1 ];
const iBlue = oImgData[ iOffset + 2 ];
const iAlpha = oImgData[ iOffset + 3 ];
let iCharIdx;
let fBrightness;
fBrightness = ( 0.3 * iRed + 0.59 * iGreen + 0.11 * iBlue ) / 255;
// fBrightness = (0.3*iRed + 0.5*iGreen + 0.3*iBlue) / 255;
if ( iAlpha == 0 ) {
// should calculate alpha instead, but quick hack :)
//fBrightness *= (iAlpha / 255);
fBrightness = 1;
}
iCharIdx = Math.floor( ( 1 - fBrightness ) * ( aCharList.length - 1 ) );
if ( bInvert ) {
iCharIdx = aCharList.length - iCharIdx - 1;
}
// good for debugging
//fBrightness = Math.floor(fBrightness * 10);
//strThisChar = fBrightness;
let strThisChar = aCharList[ iCharIdx ];
if ( strThisChar === undefined || strThisChar == ' ' )
strThisChar = '&nbsp;';
if ( bColor ) {
strChars += '<span style=\''
+ 'color:rgb(' + iRed + ',' + iGreen + ',' + iBlue + ');'
+ ( bBlock ? 'background-color:rgb(' + iRed + ',' + iGreen + ',' + iBlue + ');' : '' )
+ ( bAlpha ? 'opacity:' + ( iAlpha / 255 ) + ';' : '' )
+ '\'>' + strThisChar + '</span>';
} else {
strChars += strThisChar;
}
}
strChars += '<br/>';
}
oAscii.innerHTML = `<tr><td style="display:block;width:${width}px;height:${height}px;overflow:hidden">${strChars}</td></tr>`;
// console.timeEnd('rendering');
// return oAscii;
}
}
}
export { AsciiEffect };

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import {
LinearFilter,
NearestFilter,
RGBAFormat,
ShaderMaterial,
StereoCamera,
WebGLRenderTarget
} from 'three';
import { FullScreenQuad } from '../postprocessing/Pass.js';
class ParallaxBarrierEffect {
constructor( renderer ) {
const _stereo = new StereoCamera();
const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
const _renderTargetL = new WebGLRenderTarget( 512, 512, _params );
const _renderTargetR = new WebGLRenderTarget( 512, 512, _params );
const _material = new ShaderMaterial( {
uniforms: {
'mapLeft': { value: _renderTargetL.texture },
'mapRight': { value: _renderTargetR.texture }
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = vec2( uv.x, uv.y );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'uniform sampler2D mapLeft;',
'uniform sampler2D mapRight;',
'varying vec2 vUv;',
'void main() {',
' vec2 uv = vUv;',
' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',
' gl_FragColor = texture2D( mapLeft, uv );',
' } else {',
' gl_FragColor = texture2D( mapRight, uv );',
' }',
' #include <tonemapping_fragment>',
' #include <colorspace_fragment>',
'}'
].join( '\n' )
} );
const _quad = new FullScreenQuad( _material );
this.setSize = function ( width, height ) {
renderer.setSize( width, height );
const pixelRatio = renderer.getPixelRatio();
_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
};
this.render = function ( scene, camera ) {
const currentRenderTarget = renderer.getRenderTarget();
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
_stereo.update( camera );
renderer.setRenderTarget( _renderTargetL );
renderer.clear();
renderer.render( scene, _stereo.cameraL );
renderer.setRenderTarget( _renderTargetR );
renderer.clear();
renderer.render( scene, _stereo.cameraR );
renderer.setRenderTarget( null );
_quad.render( renderer );
renderer.setRenderTarget( currentRenderTarget );
};
this.dispose = function () {
_renderTargetL.dispose();
_renderTargetR.dispose();
_material.dispose();
_quad.dispose();
};
}
}
export { ParallaxBarrierEffect };

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import {
PerspectiveCamera,
Quaternion,
Vector3
} from 'three';
/**
* peppers ghost effect based on http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS
*/
class PeppersGhostEffect {
constructor( renderer ) {
const scope = this;
scope.cameraDistance = 15;
scope.reflectFromAbove = false;
// Internals
let _halfWidth, _width, _height;
const _cameraF = new PerspectiveCamera(); //front
const _cameraB = new PerspectiveCamera(); //back
const _cameraL = new PerspectiveCamera(); //left
const _cameraR = new PerspectiveCamera(); //right
const _position = new Vector3();
const _quaternion = new Quaternion();
const _scale = new Vector3();
// Initialization
renderer.autoClear = false;
this.setSize = function ( width, height ) {
_halfWidth = width / 2;
if ( width < height ) {
_width = width / 3;
_height = width / 3;
} else {
_width = height / 3;
_height = height / 3;
}
renderer.setSize( width, height );
};
this.render = function ( scene, camera ) {
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
camera.matrixWorld.decompose( _position, _quaternion, _scale );
// front
_cameraF.position.copy( _position );
_cameraF.quaternion.copy( _quaternion );
_cameraF.translateZ( scope.cameraDistance );
_cameraF.lookAt( scene.position );
// back
_cameraB.position.copy( _position );
_cameraB.quaternion.copy( _quaternion );
_cameraB.translateZ( - ( scope.cameraDistance ) );
_cameraB.lookAt( scene.position );
_cameraB.rotation.z += 180 * ( Math.PI / 180 );
// left
_cameraL.position.copy( _position );
_cameraL.quaternion.copy( _quaternion );
_cameraL.translateX( - ( scope.cameraDistance ) );
_cameraL.lookAt( scene.position );
_cameraL.rotation.x += 90 * ( Math.PI / 180 );
// right
_cameraR.position.copy( _position );
_cameraR.quaternion.copy( _quaternion );
_cameraR.translateX( scope.cameraDistance );
_cameraR.lookAt( scene.position );
_cameraR.rotation.x += 90 * ( Math.PI / 180 );
renderer.clear();
renderer.setScissorTest( true );
renderer.setScissor( _halfWidth - ( _width / 2 ), ( _height * 2 ), _width, _height );
renderer.setViewport( _halfWidth - ( _width / 2 ), ( _height * 2 ), _width, _height );
if ( scope.reflectFromAbove ) {
renderer.render( scene, _cameraB );
} else {
renderer.render( scene, _cameraF );
}
renderer.setScissor( _halfWidth - ( _width / 2 ), 0, _width, _height );
renderer.setViewport( _halfWidth - ( _width / 2 ), 0, _width, _height );
if ( scope.reflectFromAbove ) {
renderer.render( scene, _cameraF );
} else {
renderer.render( scene, _cameraB );
}
renderer.setScissor( _halfWidth - ( _width / 2 ) - _width, _height, _width, _height );
renderer.setViewport( _halfWidth - ( _width / 2 ) - _width, _height, _width, _height );
if ( scope.reflectFromAbove ) {
renderer.render( scene, _cameraR );
} else {
renderer.render( scene, _cameraL );
}
renderer.setScissor( _halfWidth + ( _width / 2 ), _height, _width, _height );
renderer.setViewport( _halfWidth + ( _width / 2 ), _height, _width, _height );
if ( scope.reflectFromAbove ) {
renderer.render( scene, _cameraL );
} else {
renderer.render( scene, _cameraR );
}
renderer.setScissorTest( false );
};
}
}
export { PeppersGhostEffect };

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import {
StereoCamera,
Vector2
} from 'three';
class StereoEffect {
constructor( renderer ) {
const _stereo = new StereoCamera();
_stereo.aspect = 0.5;
const size = new Vector2();
this.setEyeSeparation = function ( eyeSep ) {
_stereo.eyeSep = eyeSep;
};
this.setSize = function ( width, height ) {
renderer.setSize( width, height );
};
this.render = function ( scene, camera ) {
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
_stereo.update( camera );
const currentAutoClear = renderer.autoClear;
renderer.getSize( size );
renderer.autoClear = false;
renderer.clear();
renderer.setScissorTest( true );
renderer.setScissor( 0, 0, size.width / 2, size.height );
renderer.setViewport( 0, 0, size.width / 2, size.height );
renderer.render( scene, _stereo.cameraL );
renderer.setScissor( size.width / 2, 0, size.width / 2, size.height );
renderer.setViewport( size.width / 2, 0, size.width / 2, size.height );
renderer.render( scene, _stereo.cameraR );
renderer.setScissorTest( false );
renderer.autoClear = currentAutoClear;
};
}
}
export { StereoEffect };