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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/postprocessing/SavePass.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.glowkeycolor.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> <!-- Start the code itself --> <body style='margin: 0px; background-color: #bbbbbb;overflow: hidden;'><script> // init renderer var renderer = new THREE.WebGLRenderer({ antialias : true }); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var updateFcts = []; var scene = new THREE.Scene(); // init camera var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.z = 3; var keyColor = new THREE.Color('hotpink') // var keyColor = new THREE.Color(0x88ccff) var glowColor = new THREE.Color('blue') var glowColor = new THREE.Color('white') var glowColor = new THREE.Color('white') var geometry = new THREE.TorusGeometry( 0.5-0.15, 0.15, 48, 16) var material = new THREE.MeshNormalMaterial() // var material = new THREE.MeshBasicMaterial({ // color : keyColor // }); var mesh = new THREE.Mesh( geometry, material ) mesh.scale.set(1,1,1).multiplyScalar(2) // mesh.visible = false scene.add( mesh ) // var meshWire = new THREE.Mesh(geometry.clone(), new THREE.MeshBasicMaterial({ // color : keyColor, // wireframe : true, // wireframeLinewidth : 4, // }) // ) // meshWire.scale.multiplyScalar(1.001) // mesh.add( meshWire ) var geometry = new THREE.CubeGeometry( 1, 1, 1) var material = new THREE.MeshNormalMaterial() var torus1 = new THREE.Mesh( geometry, material ) torus1.position.x = 0.5; torus1.scale.set(1,1,1).multiplyScalar(1/2) mesh.add( torus1 ) var meshWire = new THREE.Mesh(geometry.clone(), new THREE.MeshBasicMaterial({ color : keyColor, wireframe : true, wireframeLinewidth : 4, }) ) meshWire.scale.multiplyScalar(1.001) torus1.add( meshWire ) var geometry = new THREE.CubeGeometry( 1, 1, 1) var material = new THREE.MeshNormalMaterial() var torus2 = new THREE.Mesh( geometry, material ) torus2.position.x = -0.5; torus2.scale.set(1,1,1).multiplyScalar(1/2) scene.add( torus2 ) updateFcts.push(function(delta, now){ mesh.rotation.x += 0.005; mesh.rotation.y += 0.01; }) ////////////////////////////////////////////////////////////////////////////////// // init glow // ////////////////////////////////////////////////////////////////////////////////// var glow = new THREEx.GlowKeyColor(renderer, camera, undefined, scene) glow.filterEffect.uniforms.keyColor.value.copy( keyColor ) glow.filterEffect.uniforms.glowColor.value.copy( glowColor ) ////////////////////////////////////////////////////////////////////////////////// // 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 ) // experiment to have only one renderPass // add Render Pass // var effect = new THREE.ShaderPass(THREE.CopyShader) // effect.uniforms['tDiffuse' ].value = glow.renderTarget // // glow.composer.passes[1].renderTarget; // composer.addPass( effect ) // add Blend Pass - to blend with glow.renderTarget var effect = new THREE.ShaderPass( THREEx.GlowKeyColor.BlendShader, 'tDiffuse1'); effect.uniforms['tDiffuse2' ].value = glow.renderTarget; effect.uniforms['mixRatio' ].value = 0.5; effect.uniforms['opacity' ].value = 2; effect.uniforms['keyColor' ].value = keyColor; effect.uniforms['glowColor' ].value = glowColor; composer.addPass( effect ); // mark the last pass as ```renderToScreen``` composer.passes[composer.passes.length-1].renderToScreen = true; ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// 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>