vizicities/src/engine/Engine.js

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5.3 KiB
JavaScript
Executable File

import EventEmitter from 'eventemitter3';
import * as THREE from 'three';
import Scene from './Scene';
import DOMScene3D from './DOMScene3D';
import DOMScene2D from './DOMScene2D';
import Renderer from './Renderer';
import DOMRenderer3D from './DOMRenderer3D';
import DOMRenderer2D from './DOMRenderer2D';
import Camera from './Camera';
import Picking from './Picking';
import EffectComposer from './EffectComposer';
import RenderPass from '../vendor/RenderPass';
import ShaderPass from '../vendor/ShaderPass';
import CopyShader from '../vendor/CopyShader';
import HorizontalTiltShiftShader from '../vendor/HorizontalTiltShiftShader';
import VerticalTiltShiftShader from '../vendor/VerticalTiltShiftShader';
import FXAAShader from '../vendor/FXAAShader';
class Engine extends EventEmitter {
constructor(container, world) {
console.log('Init Engine');
super();
this._world = world;
this._scene = Scene;
this._domScene3D = DOMScene3D;
this._domScene2D = DOMScene2D;
var antialias = (this._world.options.postProcessing) ? false : true;
this._renderer = Renderer(container, antialias);
this._domRenderer3D = DOMRenderer3D(container);
this._domRenderer2D = DOMRenderer2D(container);
this._camera = Camera(container);
this._container = container;
// TODO: Make this optional
this._picking = Picking(this._world, this._renderer, this._camera);
this.clock = new THREE.Clock();
this._frustum = new THREE.Frustum();
if (this._world.options.postProcessing) {
this._initPostProcessing();
}
}
// TODO: Set up composer to automatically resize on viewport change
// TODO: Update passes that rely on width / height on resize
// TODO: Merge default passes into a single shader / pass for performance
_initPostProcessing() {
var renderPass = new RenderPass(this._scene, this._camera);
// TODO: Look at using @mattdesl's optimised FXAA shader
// https://github.com/mattdesl/three-shader-fxaa
var fxaaPass = new ShaderPass(FXAAShader);
var hblurPass = new ShaderPass(HorizontalTiltShiftShader);
var vblurPass = new ShaderPass(VerticalTiltShiftShader);
var bluriness = 5;
hblurPass.uniforms.r.value = vblurPass.uniforms.r.value = 0.6;
var copyPass = new ShaderPass(CopyShader);
copyPass.renderToScreen = true;
this._composer = EffectComposer(this._renderer, this._container);
this._composer.addPass(renderPass);
this._composer.addPass(fxaaPass);
this._composer.addPass(hblurPass);
this._composer.addPass(vblurPass);
this._composer.addPass(copyPass);
var self = this;
var updatePostProcessingSize = function() {
var width = self._container.clientWidth;
var height = self._container.clientHeight;
// TODO: Re-enable this when perf issues can be solved
//
// Rendering double the resolution of the screen can be really slow
// var pixelRatio = window.devicePixelRatio;
var pixelRatio = 1;
fxaaPass.uniforms.resolution.value.set(1 / (width * pixelRatio), 1 / (height * pixelRatio));
hblurPass.uniforms.h.value = bluriness / (width * pixelRatio);
vblurPass.uniforms.v.value = bluriness / (height * pixelRatio);
};
updatePostProcessingSize();
window.addEventListener('resize', updatePostProcessingSize, false);
}
update(delta) {
this.emit('preRender');
if (this._world.options.postProcessing) {
this._composer.render(delta);
} else {
this._renderer.render(this._scene, this._camera);
}
// Render picking scene
// this._renderer.render(this._picking._pickingScene, this._camera);
// Render DOM scenes
this._domRenderer3D.render(this._domScene3D, this._camera);
this._domRenderer2D.render(this._domScene2D, this._camera);
this.emit('postRender');
}
destroy() {
// Remove any remaining objects from scene
var child;
for (var i = this._scene.children.length - 1; i >= 0; i--) {
child = this._scene.children[i];
if (!child) {
continue;
}
this._scene.remove(child);
if (child.geometry) {
// Dispose of mesh and materials
child.geometry.dispose();
child.geometry = null;
}
if (child.material) {
if (child.material.map) {
child.material.map.dispose();
child.material.map = null;
}
child.material.dispose();
child.material = null;
}
};
for (var i = this._domScene3D.children.length - 1; i >= 0; i--) {
child = this._domScene3D.children[i];
if (!child) {
continue;
}
this._domScene3D.remove(child);
};
for (var i = this._domScene2D.children.length - 1; i >= 0; i--) {
child = this._domScene2D.children[i];
if (!child) {
continue;
}
this._domScene2D.remove(child);
};
this._picking.destroy();
this._picking = null;
this._world = null;
this._scene = null;
this._domScene3D = null;
this._domScene2D = null;
this._composer = null;
this._renderer = null;
this._domRenderer3D = null;
this._domRenderer2D = null;
this._camera = null;
this._clock = null;
this._frustum = null;
}
}
export default Engine;
// // Initialise without requiring new keyword
// export default function(container, world) {
// return new Engine(container, world);
// };