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threex

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Game Extensions for three.js http://www.threejsgames.com/extensions/

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<!DOCTYPE html> <script src="../../../vendor/three.js/build/three.min.js"></script> <!-- includes for THREE.EffectComposer --> <script src="../../../vendor/three.js/examples/js/postprocessing/EffectComposer.js"></script> <script src="../../../vendor/three.js/examples/js/postprocessing/RenderPass.js"></script> <script src="../../../vendor/three.js/examples/js/postprocessing/ShaderPass.js"></script> <script src="../../../vendor/three.js/examples/js/postprocessing/MaskPass.js"></script> <script src="../../../vendor/three.js/examples/js/shaders/CopyShader.js"></script> <!-- includes for threex.glow --> <script src="../../../vendor/three.js/examples/js/shaders/HorizontalBlurShader.js"></script> <script src="../../../vendor/three.js/examples/js/shaders/VerticalBlurShader.js"></script> <script src="../threex.glow.js"></script> <script src="./BlendShader2.js"></script> <!-- include for threex.glowdatgui --> <script src='../../../vendor/three.js/examples/js/libs/dat.gui.min.js'></script> <script src="../threex.glowdatgui.js"></script> <!-- includes for the examples to blend the output of threex.glow --> <script src="../../../vendor/three.js/examples/js/shaders/BlendShader.js"></script> <script> /** * @author alteredq / http://alteredqualia.com/ * * Blend two textures */ THREE.BlendShader2 = { uniforms: { 'tDiffuse1': { type: 't', value: null }, 'tDiffuse2': { type: 't', value: null }, "srcColor": { type: "v3", value: new THREE.Vector3(1,1,1 ) }, }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', 'vUv = uv;', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join('\n'), fragmentShader: [ 'uniform sampler2D tDiffuse1;', 'uniform sampler2D tDiffuse2;', '// Colour (tint) applied to source texture ', 'uniform vec4 srcColor; ', '// Colour (tint) applied to destination texture. ', 'uniform vec4 dstColor; ', 'varying vec2 vUv;', '#define SCREEN', 'vec3 blend (vec3 src, vec3 dst) {', '#ifdef ADD ', ' return src + dst; ', '#endif', '#ifdef SCREEN', 'return (src + dst) - (src * dst);', '#endif', '}', 'void main() {', '// Get samples from both layers', 'vec4 dst = texture2D(tDiffuse1, vUv);', 'vec4 src = texture2D(tDiffuse2, vUv) * vec4(0.5,0.5,0.5,0.5);', '// Apply blend operation', 'vec3 colour = clamp(blend(src.xyz, dst.xyz), 0.0, 1.0);', '// Set fragment', 'gl_FragColor.xyz = colour;', 'gl_FragColor.w = 1.0;', '}' ].join('\n') }; </script> <!-- Start the code itself --> <body style='margin: 0px; background-color: #bbbbbb;overflow: hidden;'><script> // init renderer var renderer = new THREE.WebGLRenderer() renderer.setSize( window.innerWidth, window.innerHeight ) document.body.appendChild( renderer.domElement ) // init scene var scene = new THREE.Scene() // init camera var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000) camera.position.z = 3 var updateFcts = [] var geometry = new THREE.TorusGeometry( 0.5-0.15, 0.15) var material = new THREE.MeshNormalMaterial() var material = new THREE.MeshBasicMaterial() material.map = THREE.ImageUtils.loadTexture('../../marbletable/game/images/jupitermap.jpg'); var mesh = new THREE.Mesh( geometry, material ) mesh.scale.set(1,1,1).multiplyScalar(2) scene.add( mesh ) mesh.userData.domClasses += ' glowing' var geometry = new THREE.CubeGeometry( 1, 1, 1) var material = new THREE.MeshNormalMaterial() var cube1 = new THREE.Mesh( geometry, material ) cube1.position.x = 0.5 cube1.scale.set(1,1,1).multiplyScalar(1/2) mesh.add( cube1 ) updateFcts.push(function(){ mesh.rotation.x += 0.005 mesh.rotation.y += 0.01 }) var geometry = new THREE.CubeGeometry( 1, 1, 1) var material = new THREE.MeshNormalMaterial() var cube2 = new THREE.Mesh( geometry, material ) cube2.position.x = -0.5 cube2.scale.set(1,1,1).multiplyScalar(1/2) scene.add( cube2 ) ////////////////////////////////////////////////////////////////////////////////// // init glow // ////////////////////////////////////////////////////////////////////////////////// // create the glow itself var glow = new THREEx.Glow(renderer, camera) // you can add a dat.gui on it if you want, it helps fine tune your parameters new THREEx.addGlow2DatGui(glow) // prepare the scene for the glow rendering. // You are free to build it the way you want. // THREEx.glow doesn't care much. var materialOn = new THREE.MeshBasicMaterial({ color: 0x88ccff }) var materialOff = new THREE.MeshBasicMaterial({ color: 'black' }) glow.copyScene(scene, function(srcObject){ var domClasses = srcObject.userData.domClasses var glowing = domClasses && domClasses.match(/glowing/) var material = glowing ? materialOn : materialOff return material }) ////////////////////////////////////////////////////////////////////////////////// // blend main scene with glow.renderTexture // ////////////////////////////////////////////////////////////////////////////////// var composer = new THREE.EffectComposer(renderer) // add Render Pass var effect = new THREE.RenderPass(scene, camera) composer.addPass( effect ) // add Blend Pass - to blend with glow.renderTarget var effect = new THREE.ShaderPass( THREE.BlendShader, 'tDiffuse1') effect.uniforms['tDiffuse2' ].value = glow.renderTarget effect.uniforms['mixRatio' ].value = 0.5 effect.uniforms['opacity' ].value = 2 var effect = new THREE.ShaderPass( THREE.BlendShader2, 'tDiffuse1') effect.uniforms['tDiffuse2' ].value = glow.renderTarget effect.uniforms['tDiffuse2' ].value = glow.renderTarget composer.addPass( effect ) // mark the last pass as ```renderToScreen``` composer.passes[composer.passes.length-1].renderToScreen = true; updateFcts.push(function(delta, now){ glow.update(delta) composer.render(delta); }) ////////////////////////////////////////////////////////////////////////////////// // loop runner // ////////////////////////////////////////////////////////////////////////////////// var lastTimeMsec= null requestAnimationFrame(function animate(nowMsec){ // keep looping requestAnimationFrame( animate ); // measure time lastTimeMsec = lastTimeMsec || nowMsec-1000/60 var deltaMsec = Math.min(200, nowMsec - lastTimeMsec) lastTimeMsec = nowMsec // call each update function updateFcts.forEach(function(updateFn){ updateFn(deltaMsec/1000, nowMsec/1000) }) }) </script></body>