2022-11-07 14:23:59 +00:00
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import * as THREE from 'three'
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2024-10-13 17:37:01 +00:00
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import type { ThreeSharedRenderer } from './ThreeSharedRenderer'
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import type { ThreePBR } from './ThreePBR'
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import type { ThreePointLight } from './ThreePointLight'
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import type { AudioAnalyzer } from './AudioAnalyzer'
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2022-11-07 14:23:59 +00:00
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import { nx, nx3js, ny, ny3js, nz, nz3js, px, px3js, py, py3js, pz, pz3js, rect } from '../assets'
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import { blobFrag, blobVert, skyboxFrag, skyboxVert } from '../shaders'
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export class NoiseBlob {
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private textSprite!: THREE.Texture
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private renderer: ThreeSharedRenderer
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private isInit: boolean
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private readonly showHdr: boolean
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private w: number
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private h: number
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private shaderCubeMap!: THREE.ShaderMaterial
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private pbr!: ThreePBR
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private scene!: THREE.Scene
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private shadowScene!: THREE.Scene
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private shaderMesh!: THREE.ShaderMaterial
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private shaderWire!: THREE.ShaderMaterial
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private shaderPoints!: THREE.ShaderMaterial
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private shaderShadow!: THREE.ShaderMaterial
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private shaderPopPoints!: THREE.ShaderMaterial
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private shaderPopWire!: THREE.ShaderMaterial
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private shaderPopPointsOut!: THREE.ShaderMaterial
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private shaderPopWireOut!: THREE.ShaderMaterial
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private light: ThreePointLight
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private cubeMapB!: THREE.CubeTexture
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private cubeMap!: THREE.CubeTexture
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private analyzer: AudioAnalyzer
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private timer = 0
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constructor (renderer: ThreeSharedRenderer, analyzer: AudioAnalyzer, light: ThreePointLight) {
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this.renderer = renderer
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this.analyzer = analyzer
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this.light = light
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this.isInit = false
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this.showHdr = true
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this.w = renderer.container.clientWidth
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this.h = renderer.container.clientHeight
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this.initTexture()
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this.initShader()
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this.initScene()
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this.initCubeMap()
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}
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destroy () {
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this.renderer.destroy()
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this.light.destroy()
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this.textSprite?.dispose()
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this.shaderCubeMap?.dispose()
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this.shaderMesh?.dispose()
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this.shaderWire?.dispose()
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this.shaderPoints?.dispose()
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this.shaderShadow?.dispose()
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this.shaderPopPoints?.dispose()
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this.shaderPopWire?.dispose()
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this.shaderPopPointsOut?.dispose()
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this.shaderPopWireOut?.dispose()
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this.cubeMapB?.dispose()
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this.cubeMap?.dispose()
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}
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initTexture () {
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this.textSprite = new THREE.TextureLoader().load(rect)
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this.textSprite.wrapS = THREE.ClampToEdgeWrapping
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this.textSprite.wrapT = THREE.ClampToEdgeWrapping
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this.textSprite.magFilter = THREE.LinearFilter
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this.textSprite.minFilter = THREE.LinearFilter
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}
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initShader () {
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const screenRes = `vec2( ${this.w.toFixed(1)}, ${this.h.toFixed(1)})`
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const load = (_vert, _frag) => new THREE.ShaderMaterial({
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defines: {
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SCREEN_RES: screenRes,
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},
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uniforms: {
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u_t: { value: 0 },
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u_is_init: { value: false },
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u_audio_high: { value: 0.0 },
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u_audio_mid: { value: 0.0 },
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u_audio_bass: { value: 0.0 },
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u_audio_level: { value: 0.0 },
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u_audio_history: { value: 0.0 },
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},
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vertexShader: _vert,
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fragmentShader: _frag,
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})
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this.shaderCubeMap = new THREE.ShaderMaterial(
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{
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defines: {
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SCREEN_RES: screenRes,
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},
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uniforms: {
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u_cubemap: { value: this.cubeMap },
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u_cubemap_b: { value: this.cubeMapB },
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u_exposure: { value: 2.0 },
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u_gamma: { value: 2.2 },
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},
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vertexShader: skyboxVert,
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fragmentShader: skyboxFrag,
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},
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)
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this.shaderMesh = load(blobVert, blobFrag)
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this.shaderWire = load(blobVert, blobFrag)
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this.shaderPoints = load(blobVert, blobFrag)
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this.shaderShadow = load(blobVert, blobFrag)
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this.shaderPopPoints = load(blobVert, blobFrag)
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this.shaderPopWire = load(blobVert, blobFrag)
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this.shaderPopPointsOut = load(blobVert, blobFrag)
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this.shaderPopWireOut = load(blobVert, blobFrag)
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this.shaderMesh.extensions.derivatives = true
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this.shaderMesh.defines.IS_MESH = 'true'
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this.shaderMesh.defines.HAS_SHADOW = 'true'
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this.shaderWire.defines.IS_WIRE = 'true'
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this.shaderPoints.defines.IS_POINTS = 'true'
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this.shaderShadow.defines.IS_SHADOW = 'true'
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this.shaderPopPoints.defines.IS_POINTS = 'true'
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this.shaderPopPoints.defines.IS_POP = 'true'
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this.shaderPopWire.defines.IS_WIRE = 'true'
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this.shaderPopWire.defines.IS_POP = 'true'
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this.shaderPopPointsOut.defines.IS_POINTS = 'true'
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this.shaderPopPointsOut.defines.IS_POP_OUT = 'true'
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this.shaderPopWireOut.defines.IS_WIRE = 'true'
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this.shaderPopWireOut.defines.IS_POP_OUT = 'true'
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const lightPosition = this.light.getLightPosition()
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lightPosition.applyMatrix4(this.renderer.camera.modelViewMatrix)
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const shadowMatrix = new THREE.Matrix4()
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shadowMatrix.identity()
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shadowMatrix.multiplyMatrices(
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this.light.getLight().projectionMatrix,
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this.light.getLight().modelViewMatrix,
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)
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this.shaderMesh.uniforms.u_light_pos = { value: lightPosition }
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this.shaderMesh.uniforms.u_shadow_matrix = { value: shadowMatrix }
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this.shaderMesh.uniforms.u_shadow_map = { value: this.light.getShadowMap() }
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this.shaderMesh.uniforms.u_debug_shadow = { value: false }
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this.shaderPoints.uniforms.textSprite = { value: this.textSprite }
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this.shaderPopPoints.uniforms.textSprite = { value: this.textSprite }
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this.shaderPopWire.uniforms.textSprite = { value: this.textSprite }
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this.shaderPopPointsOut.uniforms.textSprite = { value: this.textSprite }
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this.shaderPopWireOut.uniforms.textSprite = { value: this.textSprite }
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this.shaderPoints.blending = THREE.AdditiveBlending
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this.shaderWire.blending = THREE.AdditiveBlending
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this.shaderPopPoints.blending = THREE.AdditiveBlending
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this.shaderPopWire.blending = THREE.AdditiveBlending
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this.shaderPopPointsOut.blending = THREE.AdditiveBlending
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this.shaderPopWireOut.blending = THREE.AdditiveBlending
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this.shaderWire.transparent = true
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this.shaderPoints.transparent = true
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this.shaderPopPoints.transparent = true
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this.shaderPopWire.transparent = true
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this.shaderPopPointsOut.transparent = true
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this.shaderPopWireOut.transparent = true
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this.shaderWire.depthTest = false
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this.shaderPoints.depthTest = false
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this.shaderPopPoints.depthTest = false
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this.shaderPopWire.depthTest = false
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this.shaderPopPointsOut.depthTest = false
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this.shaderPopWireOut.depthTest = false
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}
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initScene () {
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const _sphere_size = 0.7
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const _geom = new THREE.SphereGeometry(_sphere_size, 128, 128)
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const _geom_lowres = new THREE.SphereGeometry(_sphere_size, 64, 64)
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this.scene = new THREE.Scene()
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this.shadowScene = new THREE.Scene()
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const _mesh = new THREE.Mesh(_geom, this.shaderMesh)
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const _wire = new THREE.Line(_geom_lowres, this.shaderWire)
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const _points = new THREE.Points(_geom, this.shaderPoints)
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const _shadow_mesh = new THREE.Mesh(_geom, this.shaderShadow)
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const _pop_points = new THREE.Points(_geom_lowres, this.shaderPopPoints)
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const _pop_wire = new THREE.Line(_geom_lowres, this.shaderPopWire)
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const _pop_points_out = new THREE.Points(_geom_lowres, this.shaderPopPointsOut)
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const _pop_wire_out = new THREE.Line(_geom_lowres, this.shaderPopWireOut)
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this.scene.add(_mesh)
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this.scene.add(_wire)
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this.scene.add(_points)
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this.scene.add(_pop_points)
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this.scene.add(_pop_wire)
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this.scene.add(_pop_points_out)
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this.scene.add(_pop_wire_out)
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this.shadowScene.add(_shadow_mesh)
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const boxGeometry = new THREE.BoxGeometry(100, 100, 100)
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const mesh = new THREE.Mesh(boxGeometry, this.shaderCubeMap)
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const mS = (new THREE.Matrix4()).identity()
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mS.elements[0] = -1
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mS.elements[5] = -1
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mS.elements[10] = -1
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boxGeometry.applyMatrix4(mS)
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this.scene.add(mesh)
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}
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initCubeMap () {
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this.cubeMap = new THREE.CubeTextureLoader().load([
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px3js,
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nx3js,
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py3js,
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ny3js,
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pz3js,
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nz3js,
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])
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this.cubeMap.format = THREE.RGBAFormat
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this.cubeMapB = new THREE.CubeTextureLoader().load([
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px,
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nx,
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py,
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ny,
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pz,
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nz,
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])
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this.cubeMapB.format = THREE.RGBAFormat
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this.shaderMesh.uniforms.cubemap = { value: this.cubeMap }
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this.shaderCubeMap.uniforms.u_cubemap.value = this.cubeMap
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this.shaderMesh.uniforms.cubemap_b = { value: this.cubeMapB }
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this.shaderCubeMap.uniforms.u_cubemap_b.value = this.cubeMapB
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this.shaderCubeMap.uniforms.u_show_cubemap = { value: this.showHdr }
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this.shaderMesh.defines.HAS_CUBEMAP = 'true'
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}
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updateCubeMap () {
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const crossFader = 0.0
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this.shaderMesh.uniforms.cross_fader = { value: crossFader }
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this.shaderCubeMap.uniforms.cross_fader = { value: crossFader }
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this.shaderCubeMap.uniforms.u_exposure.value = this.pbr.getExposure()
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this.shaderCubeMap.uniforms.u_gamma.value = this.pbr.getGamma()
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}
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update () {
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const shaders = [
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this.shaderMesh,
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this.shaderWire,
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this.shaderPoints,
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this.shaderPopPoints,
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this.shaderPopWire,
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this.shaderPopPointsOut,
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this.shaderPopWireOut,
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this.shaderShadow,
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]
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for (let i = 0; i < shaders.length; i++) {
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shaders[i].uniforms.u_is_init.value = this.isInit
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shaders[i].uniforms.u_t.value = this.timer
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shaders[i].uniforms.u_audio_high.value = this.analyzer.getHigh()
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shaders[i].uniforms.u_audio_mid.value = this.analyzer.getMid()
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shaders[i].uniforms.u_audio_bass.value = this.analyzer.getBass()
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shaders[i].uniforms.u_audio_level.value = this.analyzer.getLevel()
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shaders[i].uniforms.u_audio_history.value = this.analyzer.getHistory()
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}
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this.updateCubeMap()
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const _cam = this.renderer.getCamera()
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this.renderer.renderer.render(this.scene, _cam)
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if (!this.isInit) {
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this.isInit = true
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}
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this.timer = this.renderer.getTimer()
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}
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setRetina () {
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this.w *= 0.5
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this.h *= 0.5
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}
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setPBR (pbr: ThreePBR) {
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this.pbr = pbr
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this.shaderMesh.uniforms.tex_normal = { value: this.pbr.getNormalMap() }
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this.shaderMesh.uniforms.tex_roughness = { value: this.pbr.getRoughnessMap() }
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this.shaderMesh.uniforms.tex_metallic = { value: this.pbr.getMetallicMap() }
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this.shaderMesh.uniforms.u_normal = { value: this.pbr.getNormal() }
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this.shaderMesh.uniforms.u_roughness = { value: this.pbr.getRoughness() }
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this.shaderMesh.uniforms.u_metallic = { value: this.pbr.getMetallic() }
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this.shaderMesh.uniforms.u_exposure = { value: this.pbr.getExposure() }
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this.shaderMesh.uniforms.u_gamma = { value: this.pbr.getGamma() }
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this.shaderMesh.uniforms.u_view_matrix_inverse = { value: this.renderer.getInverseMatrix() }
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this.shaderMesh.defines.IS_PBR = 'true'
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}
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updatePBR () {
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this.shaderMesh.uniforms.u_normal.value = this.pbr.getNormal()
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this.shaderMesh.uniforms.u_roughness.value = this.pbr.getRoughness()
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|
this.shaderMesh.uniforms.u_metallic.value = this.pbr.getMetallic()
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|
|
|
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this.shaderMesh.uniforms.u_exposure.value = this.pbr.getExposure()
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this.shaderMesh.uniforms.u_gamma.value = this.pbr.getGamma()
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this.shaderMesh.uniforms.u_view_matrix_inverse.value = this.renderer.getInverseMatrix()
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}
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}
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