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1089 changed files with 313044 additions and 69 deletions
147
diplomacy/animation/node_modules/three/examples/jsm/effects/AnaglyphEffect.js
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vendored
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147
diplomacy/animation/node_modules/three/examples/jsm/effects/AnaglyphEffect.js
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import {
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LinearFilter,
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Matrix3,
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NearestFilter,
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RGBAFormat,
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ShaderMaterial,
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StereoCamera,
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WebGLRenderTarget
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} from 'three';
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import { FullScreenQuad } from '../postprocessing/Pass.js';
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class AnaglyphEffect {
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constructor( renderer, width = 512, height = 512 ) {
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// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
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this.colorMatrixLeft = new Matrix3().fromArray( [
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0.456100, - 0.0400822, - 0.0152161,
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0.500484, - 0.0378246, - 0.0205971,
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0.176381, - 0.0157589, - 0.00546856
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] );
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this.colorMatrixRight = new Matrix3().fromArray( [
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- 0.0434706, 0.378476, - 0.0721527,
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- 0.0879388, 0.73364, - 0.112961,
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- 0.00155529, - 0.0184503, 1.2264
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] );
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const _stereo = new StereoCamera();
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const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
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const _renderTargetL = new WebGLRenderTarget( width, height, _params );
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const _renderTargetR = new WebGLRenderTarget( width, height, _params );
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const _material = new ShaderMaterial( {
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uniforms: {
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'mapLeft': { value: _renderTargetL.texture },
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'mapRight': { value: _renderTargetR.texture },
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'colorMatrixLeft': { value: this.colorMatrixLeft },
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'colorMatrixRight': { value: this.colorMatrixRight }
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},
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vertexShader: [
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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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].join( '\n' ),
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fragmentShader: [
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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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'void main() {',
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' vec2 uv = vUv;',
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' vec4 colorL = texture2D( mapLeft, uv );',
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' vec4 colorR = 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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' color.r, color.g, color.b,',
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' max( colorL.a, colorR.a ) );',
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' #include <tonemapping_fragment>',
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' #include <colorspace_fragment>',
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'}'
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].join( '\n' )
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} );
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const _quad = new FullScreenQuad( _material );
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this.setSize = function ( width, height ) {
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renderer.setSize( width, height );
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const pixelRatio = renderer.getPixelRatio();
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_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
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_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
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};
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this.render = function ( scene, camera ) {
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const currentRenderTarget = renderer.getRenderTarget();
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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_stereo.update( camera );
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renderer.setRenderTarget( _renderTargetL );
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renderer.clear();
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renderer.render( scene, _stereo.cameraL );
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renderer.setRenderTarget( _renderTargetR );
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renderer.clear();
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renderer.render( scene, _stereo.cameraR );
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renderer.setRenderTarget( null );
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_quad.render( renderer );
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renderer.setRenderTarget( currentRenderTarget );
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};
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this.dispose = function () {
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_renderTargetL.dispose();
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_renderTargetR.dispose();
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_material.dispose();
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_quad.dispose();
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};
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}
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}
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export { AnaglyphEffect };
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263
diplomacy/animation/node_modules/three/examples/jsm/effects/AsciiEffect.js
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263
diplomacy/animation/node_modules/three/examples/jsm/effects/AsciiEffect.js
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/**
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* Ascii generation is based on https://github.com/hassadee/jsascii/blob/master/jsascii.js
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*
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* 16 April 2012 - @blurspline
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*/
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class AsciiEffect {
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constructor( renderer, charSet = ' .:-=+*#%@', options = {} ) {
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// ' .,:;=|iI+hHOE#`$';
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// darker bolder character set from https://github.com/saw/Canvas-ASCII-Art/
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// ' .\'`^",:;Il!i~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$'.split('');
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// Some ASCII settings
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const fResolution = options[ 'resolution' ] || 0.15; // Higher for more details
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const iScale = options[ 'scale' ] || 1;
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const bColor = options[ 'color' ] || false; // nice but slows down rendering!
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const bAlpha = options[ 'alpha' ] || false; // Transparency
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const bBlock = options[ 'block' ] || false; // blocked characters. like good O dos
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const bInvert = options[ 'invert' ] || false; // black is white, white is black
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const strResolution = options[ 'strResolution' ] || 'low';
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let width, height;
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const domElement = document.createElement( 'div' );
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domElement.style.cursor = 'default';
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const oAscii = document.createElement( 'table' );
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domElement.appendChild( oAscii );
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let iWidth, iHeight;
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let oImg;
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this.setSize = function ( w, h ) {
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width = w;
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height = h;
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renderer.setSize( w, h );
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initAsciiSize();
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};
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this.render = function ( scene, camera ) {
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renderer.render( scene, camera );
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asciifyImage( oAscii );
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};
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this.domElement = domElement;
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// Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js (MIT License)
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function initAsciiSize() {
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iWidth = Math.floor( width * fResolution );
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iHeight = Math.floor( height * fResolution );
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oCanvas.width = iWidth;
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oCanvas.height = iHeight;
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// oCanvas.style.display = "none";
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// oCanvas.style.width = iWidth;
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// oCanvas.style.height = iHeight;
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oImg = renderer.domElement;
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if ( oImg.style.backgroundColor ) {
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oAscii.rows[ 0 ].cells[ 0 ].style.backgroundColor = oImg.style.backgroundColor;
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oAscii.rows[ 0 ].cells[ 0 ].style.color = oImg.style.color;
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}
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oAscii.cellSpacing = 0;
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oAscii.cellPadding = 0;
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const oStyle = oAscii.style;
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oStyle.whiteSpace = 'pre';
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oStyle.margin = '0px';
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oStyle.padding = '0px';
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oStyle.letterSpacing = fLetterSpacing + 'px';
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oStyle.fontFamily = strFont;
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oStyle.fontSize = fFontSize + 'px';
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oStyle.lineHeight = fLineHeight + 'px';
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oStyle.textAlign = 'left';
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oStyle.textDecoration = 'none';
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}
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const aDefaultCharList = ( ' .,:;i1tfLCG08@' ).split( '' );
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const aDefaultColorCharList = ( ' CGO08@' ).split( '' );
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const strFont = 'courier new, monospace';
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const oCanvasImg = renderer.domElement;
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const oCanvas = document.createElement( 'canvas' );
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if ( ! oCanvas.getContext ) {
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return;
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}
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const oCtx = oCanvas.getContext( '2d' );
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if ( ! oCtx.getImageData ) {
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return;
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}
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let aCharList = ( bColor ? aDefaultColorCharList : aDefaultCharList );
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if ( charSet ) aCharList = charSet;
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// Setup dom
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const fFontSize = ( 2 / fResolution ) * iScale;
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const fLineHeight = ( 2 / fResolution ) * iScale;
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// adjust letter-spacing for all combinations of scale and resolution to get it to fit the image width.
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let fLetterSpacing = 0;
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if ( strResolution == 'low' ) {
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switch ( iScale ) {
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case 1 : fLetterSpacing = - 1; break;
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case 2 :
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case 3 : fLetterSpacing = - 2.1; break;
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case 4 : fLetterSpacing = - 3.1; break;
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case 5 : fLetterSpacing = - 4.15; break;
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}
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}
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if ( strResolution == 'medium' ) {
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switch ( iScale ) {
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case 1 : fLetterSpacing = 0; break;
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case 2 : fLetterSpacing = - 1; break;
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case 3 : fLetterSpacing = - 1.04; break;
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case 4 :
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case 5 : fLetterSpacing = - 2.1; break;
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}
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}
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if ( strResolution == 'high' ) {
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switch ( iScale ) {
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case 1 :
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case 2 : fLetterSpacing = 0; break;
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case 3 :
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case 4 :
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case 5 : fLetterSpacing = - 1; break;
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}
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}
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// can't get a span or div to flow like an img element, but a table works?
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// convert img element to ascii
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function asciifyImage( oAscii ) {
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oCtx.clearRect( 0, 0, iWidth, iHeight );
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oCtx.drawImage( oCanvasImg, 0, 0, iWidth, iHeight );
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const oImgData = oCtx.getImageData( 0, 0, iWidth, iHeight ).data;
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// Coloring loop starts now
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let strChars = '';
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// console.time('rendering');
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for ( let y = 0; y < iHeight; y += 2 ) {
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for ( let x = 0; x < iWidth; x ++ ) {
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const iOffset = ( y * iWidth + x ) * 4;
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const iRed = oImgData[ iOffset ];
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const iGreen = oImgData[ iOffset + 1 ];
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const iBlue = oImgData[ iOffset + 2 ];
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const iAlpha = oImgData[ iOffset + 3 ];
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let iCharIdx;
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let fBrightness;
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fBrightness = ( 0.3 * iRed + 0.59 * iGreen + 0.11 * iBlue ) / 255;
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// fBrightness = (0.3*iRed + 0.5*iGreen + 0.3*iBlue) / 255;
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if ( iAlpha == 0 ) {
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// should calculate alpha instead, but quick hack :)
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//fBrightness *= (iAlpha / 255);
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fBrightness = 1;
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}
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iCharIdx = Math.floor( ( 1 - fBrightness ) * ( aCharList.length - 1 ) );
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if ( bInvert ) {
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iCharIdx = aCharList.length - iCharIdx - 1;
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}
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// good for debugging
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//fBrightness = Math.floor(fBrightness * 10);
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//strThisChar = fBrightness;
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let strThisChar = aCharList[ iCharIdx ];
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if ( strThisChar === undefined || strThisChar == ' ' )
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strThisChar = ' ';
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if ( bColor ) {
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strChars += '<span style=\''
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+ 'color:rgb(' + iRed + ',' + iGreen + ',' + iBlue + ');'
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+ ( bBlock ? 'background-color:rgb(' + iRed + ',' + iGreen + ',' + iBlue + ');' : '' )
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+ ( bAlpha ? 'opacity:' + ( iAlpha / 255 ) + ';' : '' )
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+ '\'>' + strThisChar + '</span>';
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} else {
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strChars += strThisChar;
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}
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}
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strChars += '<br/>';
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}
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oAscii.innerHTML = `<tr><td style="display:block;width:${width}px;height:${height}px;overflow:hidden">${strChars}</td></tr>`;
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// console.timeEnd('rendering');
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// return oAscii;
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||||
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}
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||||
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||||
}
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||||
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||||
}
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export { AsciiEffect };
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125
diplomacy/animation/node_modules/three/examples/jsm/effects/ParallaxBarrierEffect.js
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125
diplomacy/animation/node_modules/three/examples/jsm/effects/ParallaxBarrierEffect.js
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@ -0,0 +1,125 @@
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import {
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LinearFilter,
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NearestFilter,
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RGBAFormat,
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ShaderMaterial,
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StereoCamera,
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WebGLRenderTarget
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} from 'three';
|
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import { FullScreenQuad } from '../postprocessing/Pass.js';
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class ParallaxBarrierEffect {
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constructor( renderer ) {
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const _stereo = new StereoCamera();
|
||||
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||||
const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
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||||
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const _renderTargetL = new WebGLRenderTarget( 512, 512, _params );
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||||
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 );',
|
||||
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||||
' }',
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||||
|
||||
' #include <tonemapping_fragment>',
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||||
' #include <colorspace_fragment>',
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||||
|
||||
'}'
|
||||
|
||||
].join( '\n' )
|
||||
|
||||
} );
|
||||
|
||||
const _quad = new FullScreenQuad( _material );
|
||||
|
||||
this.setSize = function ( width, height ) {
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||||
|
||||
renderer.setSize( width, height );
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||||
|
||||
const pixelRatio = renderer.getPixelRatio();
|
||||
|
||||
_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
|
||||
_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
|
||||
|
||||
};
|
||||
|
||||
this.render = function ( scene, camera ) {
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||||
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||||
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 );
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||||
|
||||
renderer.setRenderTarget( null );
|
||||
_quad.render( renderer );
|
||||
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||||
renderer.setRenderTarget( currentRenderTarget );
|
||||
|
||||
};
|
||||
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||||
this.dispose = function () {
|
||||
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||||
_renderTargetL.dispose();
|
||||
_renderTargetR.dispose();
|
||||
|
||||
_material.dispose();
|
||||
_quad.dispose();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ParallaxBarrierEffect };
|
||||
153
diplomacy/animation/node_modules/three/examples/jsm/effects/PeppersGhostEffect.js
generated
vendored
Normal file
153
diplomacy/animation/node_modules/three/examples/jsm/effects/PeppersGhostEffect.js
generated
vendored
Normal file
|
|
@ -0,0 +1,153 @@
|
|||
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 };
|
||||
60
diplomacy/animation/node_modules/three/examples/jsm/effects/StereoEffect.js
generated
vendored
Normal file
60
diplomacy/animation/node_modules/three/examples/jsm/effects/StereoEffect.js
generated
vendored
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
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 };
|
||||
Loading…
Add table
Add a link
Reference in a new issue