Refactor resize handler in app.js to improve aspect ratio handling and centering of the renderer
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@@ -45,21 +45,38 @@ composer.addPass(new ShaderPass(GammaCorrectionShader));
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// ---- Resize Handler ----
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function onResize() {
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const W = container.clientWidth, H = container.clientHeight, winA = W / H;
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let vw, vh, vx, vy;
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if (winA > ASPECT) { vh = H; vw = H * ASPECT; vx = (W - vw) / 2; vy = 0; }
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else { vw = W; vh = W / ASPECT; vx = 0; vy = (H - vh) / 2; }
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renderer.setSize(W, H);
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renderer.setViewport(vx, vy, vw, vh);
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renderer.setScissor(vx, vy, vw, vh);
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renderer.setScissorTest(true);
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.2;
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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composer.setSize(W, H);
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const winW = window.innerWidth, winH = window.innerHeight;
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const aspect = 3/2;
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let renderW, renderH;
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if (winW / winH > aspect) {
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// Fenster ist breiter als 3:2 → fülle in Höhe, überstehende Breite
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renderH = winH;
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renderW = winH * aspect;
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} else {
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// Fenster ist schmaler als 3:2 → fülle in Breite, überstehende Höhe
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renderW = winW;
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renderH = winW / aspect;
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}
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// Setze die Größe des Renderers und Canvas
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renderer.setSize(renderW, renderH, false); // "false": ändert nicht das Canvas-Element selbst!
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composer.setSize(renderW, renderH);
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// Platziere das Canvas absolut zentriert, setze style.width/height so dass es "überragt"
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renderer.domElement.style.width = `${renderW}px`;
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renderer.domElement.style.height = `${renderH}px`;
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renderer.domElement.style.left = '50%';
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renderer.domElement.style.top = '50%';
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renderer.domElement.style.transform = 'translate(-50%, -50%)';
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// Scissor/Viewport: Zeige die ganze Fläche, kein „Clipping“ nötig
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renderer.setScissorTest(false);
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// Pixel Ratio
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const dpr = window.devicePixelRatio || 1;
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renderer.setPixelRatio(dpr);
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composer.setPixelRatio(dpr);
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camera.updateProjectionMatrix();
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}
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window.addEventListener('resize', onResize);
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