UNPKG

threex

Version:

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

179 lines (157 loc) 6.92 kB
<!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="../../../vendor/three.js/examples/js/shaders/BasicShader.js"></script> <script src="../threex.radialblurshader.js"></script> <script src="../threex.godrays.js"></script> <!-- include for threex.glowdatgui --> <script src='../../../vendor/three.js/examples/js/libs/dat.gui.min.js'></script> <script src="../threex.godrays2datgui.js"></script> <!-- includes for the examples to blend the output of threex.glow --> <script src="../../../vendor/three.js/examples/js/shaders/BlendShader.js"></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 ); var updateFcts = []; // 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; ////////////////////////////////////////////////////////////////////////////////// // comment // ////////////////////////////////////////////////////////////////////////////////// var light = new THREE.AmbientLight( 0x444444 ) scene.add( light ) var light = new THREE.DirectionalLight(0xcccccc, 1) scene.add( light ) var light = new THREE.PointLight(0x88ccff, 1) scene.add( light ) ////////////////////////////////////////////////////////////////////////////////// // comment // ////////////////////////////////////////////////////////////////////////////////// ;(function(){ var geometry = new THREE.TorusGeometry(0.5-0.1, 0.1, 32, 16) var material = new THREE.MeshPhongMaterial() material.color.set('red') var mesh = new THREE.Mesh( geometry, material) mesh.scale.set(1,1,1).multiplyScalar(2) mesh.position.x = 1; mesh.rotation.y = Math.PI/2 scene.add( mesh ) })() ;(function(){ var geometry = new THREE.TorusGeometry(0.5-0.1, 0.1, 32, 16) var material = new THREE.MeshPhongMaterial() material.color.set('green') var mesh = new THREE.Mesh( geometry, material) mesh.scale.set(1,1,1).multiplyScalar(2) mesh.position.x = 0; mesh.rotation.y = Math.PI/2 scene.add( mesh ) })() ;(function(){ var geometry = new THREE.TorusGeometry(0.5-0.1, 0.1, 32, 16) var material = new THREE.MeshPhongMaterial() material.color.set('blue') var mesh = new THREE.Mesh( geometry, material) mesh.scale.set(1,1,1).multiplyScalar(2) mesh.position.x = -1; mesh.rotation.y = Math.PI/2 scene.add( mesh ) })() ////////////////////////////////////////////////////////////////////////////////// // comment // ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.SphereGeometry( 0.4 ) var material = new THREE.MeshNormalMaterial() var mesh = new THREE.Mesh( geometry, material ) mesh.scale.set(1,1,1).multiplyScalar(1) scene.add( mesh ) mesh.userData.domClasses += ' godRays' updateFcts.push(function(delta, now){ mesh.position.x = Math.cos(0.2 *now * Math.PI*2)*2.5 mesh.position.z = Math.sin(0.1 *now * Math.PI*2)*1 }) light.position = mesh.position mesh.visible = false ////////////////////////////////////////////////////////////////////////////////// // init glow // ////////////////////////////////////////////////////////////////////////////////// var materialOn = new THREE.MeshBasicMaterial() materialOn.color.set(0x88ccff) var materialOff = new THREE.MeshBasicMaterial() materialOff.color.set('black') var godRays = new THREEx.GodRays(renderer, camera) godRays.copyScene(scene, function(srcObject){ var domClasses = srcObject.userData.domClasses var godRays = domClasses && domClasses.match(/godRays/) var material = godRays ? materialOn : materialOff return material }) // add a DAT.gui for find tuning new THREEx.addGodRays2DatGui(godRays) // update sun position updateFcts.push(function(delta, now){ godRays.updateSunPosition(mesh) }) ////////////////////////////////////////////////////////////////////////////////// // 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 = godRays.renderTarget effect.uniforms['mixRatio' ].value = 0.5 effect.uniforms['opacity' ].value = 2 composer.addPass( effect ) // mark the last pass as ```renderToScreen``` composer.passes[composer.passes.length-1].renderToScreen = true; updateFcts.push(function(delta, now){ godRays.update(delta) composer.render(delta); }) ////////////////////////////////////////////////////////////////////////////////// // Camera Controls // ////////////////////////////////////////////////////////////////////////////////// var mouse = {x : 0, y : 0} document.addEventListener('mousemove', function(event){ mouse.x = (event.clientX / window.innerWidth ) - 0.5 mouse.y = (event.clientY / window.innerHeight) - 0.5 }, false) updateFcts.push(function(delta, now){ camera.position.x += (mouse.x*8 - camera.position.x) * (delta*3) camera.position.y += (mouse.y*8 - camera.position.y) * (delta*3) camera.lookAt( scene.position ) }) ////////////////////////////////////////////////////////////////////////////////// // 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>