kopia lustrzana https://github.com/robhawkes/vizicities
156 wiersze
4.0 KiB
JavaScript
156 wiersze
4.0 KiB
JavaScript
import EventEmitter from 'eventemitter3';
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import THREE from 'three';
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import Scene from './Scene';
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import DOMScene3D from './DOMScene3D';
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import DOMScene2D from './DOMScene2D';
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import Renderer from './Renderer';
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import DOMRenderer3D from './DOMRenderer3D';
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import DOMRenderer2D from './DOMRenderer2D';
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import Camera from './Camera';
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import Picking from './Picking';
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import EffectComposer from '../vendor/EffectComposer';
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import RenderPass from '../vendor/RenderPass';
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import ShaderPass from '../vendor/ShaderPass';
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import CopyShader from '../vendor/CopyShader';
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import HorizontalTiltShiftShader from '../vendor/HorizontalTiltShiftShader';
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import VerticalTiltShiftShader from '../vendor/VerticalTiltShiftShader';
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class Engine extends EventEmitter {
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constructor(container, world) {
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console.log('Init Engine');
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super();
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this._world = world;
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this._scene = Scene;
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this._domScene3D = DOMScene3D;
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this._domScene2D = DOMScene2D;
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this._renderer = Renderer(container);
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this._domRenderer3D = DOMRenderer3D(container);
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this._domRenderer2D = DOMRenderer2D(container);
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this._camera = Camera(container);
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// TODO: Make this optional
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this._picking = Picking(this._world, this._renderer, this._camera);
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this.clock = new THREE.Clock();
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this._frustum = new THREE.Frustum();
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this._initPostProcessing();
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}
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// TODO: Set up composer to automatically resize on viewport change
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_initPostProcessing() {
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var renderPass = new RenderPass(this._scene, this._camera);
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var hblur = new ShaderPass(HorizontalTiltShiftShader);
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var vblur = new ShaderPass(VerticalTiltShiftShader);
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var bluriness = 5;
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hblur.uniforms.h.value = bluriness / this._renderer.getSize().width;
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vblur.uniforms.v.value = bluriness / this._renderer.getSize().height;
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hblur.uniforms.r.value = vblur.uniforms.r.value = 0.6;
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var copyPass = new ShaderPass(CopyShader);
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copyPass.renderToScreen = true;
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this._composer = new EffectComposer(this._renderer);
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this._composer.addPass(renderPass);
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this._composer.addPass(hblur);
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this._composer.addPass(vblur);
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this._composer.addPass(copyPass);
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}
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update(delta) {
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this.emit('preRender');
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// this._renderer.render(this._scene, this._camera);
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this._composer.render(delta);
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// Render picking scene
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// this._renderer.render(this._picking._pickingScene, this._camera);
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// Render DOM scenes
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this._domRenderer3D.render(this._domScene3D, this._camera);
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this._domRenderer2D.render(this._domScene2D, this._camera);
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this.emit('postRender');
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}
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destroy() {
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// Remove any remaining objects from scene
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var child;
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for (var i = this._scene.children.length - 1; i >= 0; i--) {
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child = this._scene.children[i];
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if (!child) {
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continue;
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}
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this._scene.remove(child);
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if (child.geometry) {
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// Dispose of mesh and materials
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child.geometry.dispose();
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child.geometry = null;
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}
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if (child.material) {
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if (child.material.map) {
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child.material.map.dispose();
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child.material.map = null;
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}
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child.material.dispose();
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child.material = null;
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}
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};
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for (var i = this._domScene3D.children.length - 1; i >= 0; i--) {
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child = this._domScene3D.children[i];
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if (!child) {
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continue;
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}
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this._domScene3D.remove(child);
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};
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for (var i = this._domScene2D.children.length - 1; i >= 0; i--) {
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child = this._domScene2D.children[i];
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if (!child) {
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continue;
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}
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this._domScene2D.remove(child);
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};
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this._picking.destroy();
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this._picking = null;
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this._world = null;
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this._scene = null;
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this._domScene3D = null;
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this._domScene2D = null;
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this._renderer = null;
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this._domRenderer3D = null;
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this._domRenderer2D = null;
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this._camera = null;
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this._clock = null;
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this._frustum = null;
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}
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}
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export default Engine;
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// // Initialise without requiring new keyword
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// export default function(container, world) {
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// return new Engine(container, world);
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// };
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