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<script id="vertexShader" type="x-shader/x-vertex">
uniform vec3 viewVector;
uniform float c;
uniform float p;
varying float intensity;
void main()
{
vec3 vNormal = normalize( normalMatrix * normal ); //normalMatrix and normal are both GLSL built-in variables; the normalization is for the OBJECT
vec3 vNormel = normalize( normalMatrix * viewVector ); //viewVector is camera position; it is normalized to OBJECT coordinates
intensity = pow( c - dot(vNormal, vNormel), p ); //power of a constant (c) minus the current normal in relation to view times p
//the more orthogonal the view, the lower base value and therefore the intensity
//cases should be evaluated in terms of the height of the difference and the value of the power ([0,inf))
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<!-- fragment shader a.k.a. pixel shader -->
<script id="fragmentShader" type="x-shader/x-vertex">
uniform vec3 glowColor;
varying float intensity;
void main()
{
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, 1.0 );
}
</script>
<div id="logwrapper_l" class="logwrapper"></div>
<div id="logwrapper_r" class="logwrapper">
<!--<div id="warning" class="log">Currently sound not working on mobile devices :(</div>-->
<div id="overlay" class="log">TOUCH SCREEN FOR SOUND</div>
</div>
<div id='webglcontainer' style="position: absolute; left:0px; top:0px"></div>
html{
background-color: 0x000;
}
/* E:
References for simple overlay:
--- https://discourse.threejs.org/t/embed-a-div-into-a-scene/2338
--- https://jsfiddle.net/f2Lommf5/4528/
*/
.logwrapper{
position: absolute;
top: 0;
z-index: 1;
}
#logwrapper_l{
left: 0;
}
#logwrapper_r{
right: 0;
}
.log {
width: auto;
height: auto;
padding: 5px;
}
#warning{
background-color: yellow;
}
#overlay{
background-color: #ff0000;
color: white;
}
/*globals*/
var container, scene, camera, renderer, sphereMaterial;
var tw, parameters;
//var audiocontext, songBuffer, sourceNode;
var analyser1;
//stats
//console.log(111);
var stats = new Stats();
stats.showPanel( 0,1,2 ); // 0: fps, 1: ms, 2: mb, 3+: custom
document.getElementById("logwrapper_l").appendChild(stats.domElement);
function init(){
// SCENE
scene = new THREE.Scene();
//scene.background = new THREE.Color( 0xfff );
/*E: usually forget how to change background color :(
A reference for several solutions: https://stackoverflow.com/questions/16177056/changing-three-js-background-to-transparent-or-other-color
*/
scene.background = new THREE.Color( 'skyblue' );
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,100,400);
camera.lookAt(scene.position);
//SOUND
/*E: based on a previous modification of a fork of the base three.js example for positional audio
Other interesting references here in codepen (keywords: "positionalaudio", "web audio api"):
--- https://codepen.io/hexdodecagram/pen/wvBGKZj
--- https://codepen.io/bbx/pen/EpLobJ?editors=0010
Check also through google: "web audio three.js", eg.:
--- https://tympanus.net/codrops/2019/09/06/how-to-create-a-webcam-audio-visualizer-with-three-js/
*/
var listener = new THREE.AudioListener();
camera.add(listener);
var audioLoader = new THREE.AudioLoader();
// RENDERER
//if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
//else
//renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'webglcontainer' );
container.appendChild( renderer.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
/*
var geometry = new THREE.BoxGeometry(5,5,5);
var cubeMaterial = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, cubeMaterial );
scene.add( mesh );
*/
// E: OBJECT
var sphereGeom = new THREE.SphereGeometry(100, 32, 16);
sphereMaterial = new THREE.MeshBasicMaterial( {
color: 'blue'
} );
var sphere = new THREE.Mesh(sphereGeom, sphereMaterial);
sphere.position.set(0,0,-150);
scene.add(sphere);
var sound1 = new THREE.PositionalAudio( listener );
audioLoader.load( 'https://raw.githubusercontent.com/d-subat/spaceshipmaze/master/public/assets/machine.mp3', function( buffer ) {
if(buffer){
//document.getElementById('overlay').innerHTML = buffer.length + ' bits loaded';
sound1.setBuffer( buffer );
sound1.setLoop(true);
sound1.setVolume(100);
sound1.setRefDistance( 10 ); //the smaller, the less
sound1.play();
} else {
document.getElementById('overlay').innerHTML = "NO MUSIC LOADED"
}
},
function(xhr){console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );}, //success callback
function(err){console.log( 'An error happened' ); document.getElementById('overlay').innerHTML = 'An error happened loading music'; }
);
//console.log(sound1);
/* E: WARNING:
For Chrome/Google, the rules for the use of the Web Audio API or AudioContext (the base of all sound in ThreeJS) changed slightly:
the user is required to INTERACT with the page somehow. If not interaction, the state is set to suspended
References:
--- https://developers.google.com/web/updates/2017/09/autoplay-policy-changes#webaudio (also a link in the warning error message)
Also, jquery a bit easier for handling different equivalent events
--- https://stackoverflow.com/questions/11397028/document-click-function-for-touch-device
*/
//document.querySelector('html').addEventListener('click', function() {
$(document).on('click touch', function() {
sound1.context.resume().then(() => {
console.log('Playback resumed successfully');
//console.log(sound1.context);
document.getElementById('overlay').remove();
//document.getElementById('overlay').innerHTML = 'Playback resumed successfully';
}).catch((err)=>{document.getElementById('overlay').innerHTML = err; });
});
sphere.add(sound1);
// analysers
analyser1 = new THREE.AudioAnalyser( sound1, 32 ); //actually not required for this exercise...
//console.log(sphereMaterial)
// create custom material from the shader code above
// that is within specially labeled script tags
var customMaterial = new THREE.ShaderMaterial(
{
uniforms:
{
"c": { type: "f", value: 1.0 },
"p": { type: "f", value: 2.5 },
glowColor: {
type: "c",
//value: new THREE.Color(0xffff00)
value: new THREE.Color('')
},
viewVector: { type: "v3", value: camera.position }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
} );
//this.moonGlow = new THREE.Mesh( sphereGeom.clone(), customMaterial.clone() );
var moonGlow = new THREE.Mesh( sphereGeom.clone(), customMaterial.clone() );
moonGlow.position.set(0,0,-150); //cloning not working??
//moonGlow.scale.multiplyScalar(1.3);
scene.add( moonGlow );
//console.log(111);
resize();
window.addEventListener('resize',resize);
function resize(){
let w = window.innerWidth;
let h = window.innerHeight;
renderer.setSize(w,h);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
/*E: References for tween.js:
--- https://github.com/tweenjs/tween.js/blob/master/docs/user_guide.md
--- https://codepen.io/ecccs/pen/BedmYO
*/
parameters = {intensity_c: .5, intensity_p: 1., scale: 1., };
new TWEEN.Tween(parameters)
.to({intensity_c: 1., intensity_p: 2.1, scale: 2.05}, 600)
.easing(TWEEN.Easing.Quadratic.InOut)
.repeat(Infinity)
.yoyo(true)
.onUpdate(function(o){
//console.log('o',o);
//console.log(moonGlow.scale)
//moonGlow.material.uniforms["c"].value = o;
moonGlow.material.uniforms["c"].value = parameters.intensity_c;
//moonGlow.material.uniforms["p"].value = parameters.intensity_p;
//console.log(parameters.scale);
//moonGlow.scale({x:parameters.scale, y:parameters.scale, z:parameters.scale});
//console.log(moonGlow.scale);
//moonGlow.geometry.scale = new THREE.Vector3(0,0,0);
//moonGlow.scale.multiplyScalar(1.3)
moonGlow.scale.x = parameters.scale;
moonGlow.scale.y = parameters.scale;
moonGlow.scale.z = parameters.scale;
})
.start();
/* .repeat(1).yoyo(true).onComplete(function(object){
object.tweening();
}).start();
*/
renderer.render( scene, camera );
}
function animate(time){
stats.begin();
requestAnimationFrame( animate );
TWEEN.update(time);
//sphereMaterial.emissive.b = analyser1.getAverageFrequency() / 256;
renderer.render( scene, camera );
stats.end();
}
init();
animate();
/*
//SOUND
function createAudioEnv() {
context = new AudioContext();
sourceNode = context.createBufferSource();
sourceNode.connect(context.destination);
};
function loadSong(name) {
var request = new XMLHttpRequest();
request.open('GET', name, true);
request.responseType = 'arraybuffer';
request.onload = function() {
// decode the data
context.decodeAudioData(request.response, function(buffer) {
songBuffer = buffer;
playSong(buffer);
}, onError);
};
request.send();
}
function playSong(buffer) {
var dur = buffer.duration;
sourceNode.buffer = buffer;
sourceNode.start(0);
}
*/
Also see: Tab Triggers