webvr js meetup initial commit

This commit is contained in:
Senad Uka
2017-03-11 15:22:17 +01:00
commit 3f640b55db
761 changed files with 264174 additions and 0 deletions

39
node_modules/three/examples/js/crossfade/gui.js generated vendored Normal file
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var transitionParams = {
"useTexture": true,
"transition": 0.5,
"transitionSpeed": 2.0,
"texture": 5,
"loopTexture": true,
"animateTransition": true,
"textureThreshold": 0.3
};
function initGUI() {
var gui = new dat.GUI();
gui.add( transitionParams, "useTexture" ).onChange( function( value ) {
transition.useTexture( value );
} );
gui.add( transitionParams, 'loopTexture' );
gui.add( transitionParams, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function( value ) {
transition.setTexture( value );
} ).listen();
gui.add( transitionParams, "textureThreshold", 0, 1, 0.01 ).onChange( function( value ) {
transition.setTextureThreshold( value );
} );
gui.add( transitionParams, "animateTransition" );
gui.add( transitionParams, "transition", 0, 1, 0.01 ).listen();
gui.add( transitionParams, "transitionSpeed", 0.5, 5, 0.01 );
}

111
node_modules/three/examples/js/crossfade/scenes.js generated vendored Normal file
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function generateGeometry( objectType, numObjects ) {
var geometry = new THREE.Geometry();
function applyVertexColors( g, c ) {
g.faces.forEach( function( f ) {
var n = ( f instanceof THREE.Face3 ) ? 3 : 4;
for ( var j = 0; j < n; j ++ ) {
f.vertexColors[ j ] = c;
}
} );
}
for ( var i = 0; i < numObjects; i ++ ) {
var position = new THREE.Vector3();
position.x = Math.random() * 10000 - 5000;
position.y = Math.random() * 6000 - 3000;
position.z = Math.random() * 8000 - 4000;
var rotation = new THREE.Euler();
rotation.x = Math.random() * 2 * Math.PI;
rotation.y = Math.random() * 2 * Math.PI;
rotation.z = Math.random() * 2 * Math.PI;
var scale = new THREE.Vector3();
var geom, color = new THREE.Color();
scale.x = Math.random() * 200 + 100;
if ( objectType == "cube" ) {
geom = new THREE.BoxGeometry( 1, 1, 1 );
scale.y = Math.random() * 200 + 100;
scale.z = Math.random() * 200 + 100;
color.setRGB( 0, 0, Math.random() + 0.1 );
} else if ( objectType == "sphere" ) {
geom = new THREE.IcosahedronGeometry( 1, 1 );
scale.y = scale.z = scale.x;
color.setRGB( Math.random() + 0.1, 0, 0 );
}
// give the geom's vertices a random color, to be displayed
applyVertexColors( geom, color );
var mesh = new THREE.Mesh( geom );
mesh.position.copy( position );
mesh.rotation.copy( rotation );
mesh.scale.copy( scale );
mesh.updateMatrix();
geometry.merge( mesh.geometry, mesh.matrix );
}
return geometry;
}
function Scene ( type, numObjects, cameraZ, fov, rotationSpeed, clearColor ) {
this.clearColor = clearColor;
this.camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 10000 );
this.camera.position.z = cameraZ;
// Setup scene
this.scene = new THREE.Scene();
this.scene.add( new THREE.AmbientLight( 0x555555 ) );
var light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 500, 2000 );
this.scene.add( light );
this.rotationSpeed = rotationSpeed;
defaultMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } );
this.mesh = new THREE.Mesh( generateGeometry( type, numObjects ), defaultMaterial );
this.scene.add( this.mesh );
renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParameters );
this.render = function( delta, rtt ) {
this.mesh.rotation.x += delta * this.rotationSpeed.x;
this.mesh.rotation.y += delta * this.rotationSpeed.y;
this.mesh.rotation.z += delta * this.rotationSpeed.z;
renderer.setClearColor( this.clearColor );
if ( rtt )
renderer.render( this.scene, this.camera, this.fbo, true );
else
renderer.render( this.scene, this.camera );
};
}

161
node_modules/three/examples/js/crossfade/transition.js generated vendored Normal file
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function Transition ( sceneA, sceneB ) {
this.scene = new THREE.Scene();
this.cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 );
this.textures = [];
for ( var i = 0; i < 6; i ++ )
this.textures[ i ] = new THREE.TextureLoader().load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
this.quadmaterial = new THREE.ShaderMaterial( {
uniforms: {
tDiffuse1: {
value: null
},
tDiffuse2: {
value: null
},
mixRatio: {
value: 0.0
},
threshold: {
value: 0.1
},
useTexture: {
value: 1
},
tMixTexture: {
value: this.textures[ 0 ]
}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float mixRatio;",
"uniform sampler2D tDiffuse1;",
"uniform sampler2D tDiffuse2;",
"uniform sampler2D tMixTexture;",
"uniform int useTexture;",
"uniform float threshold;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel1 = texture2D( tDiffuse1, vUv );",
"vec4 texel2 = texture2D( tDiffuse2, vUv );",
"if (useTexture==1) {",
"vec4 transitionTexel = texture2D( tMixTexture, vUv );",
"float r = mixRatio * (1.0 + threshold * 2.0) - threshold;",
"float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);",
"gl_FragColor = mix( texel1, texel2, mixf );",
"} else {",
"gl_FragColor = mix( texel2, texel1, mixRatio );",
"}",
"}"
].join( "\n" )
} );
quadgeometry = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
this.quad = new THREE.Mesh( quadgeometry, this.quadmaterial );
this.scene.add( this.quad );
// Link both scenes and their FBOs
this.sceneA = sceneA;
this.sceneB = sceneB;
this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo.texture;
this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo.texture;
this.needChange = false;
this.setTextureThreshold = function ( value ) {
this.quadmaterial.uniforms.threshold.value = value;
};
this.useTexture = function ( value ) {
this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0;
};
this.setTexture = function ( i ) {
this.quadmaterial.uniforms.tMixTexture.value = this.textures[ i ];
};
this.render = function( delta ) {
// Transition animation
if ( transitionParams.animateTransition ) {
var t = ( 1 + Math.sin( transitionParams.transitionSpeed * clock.getElapsedTime() / Math.PI ) ) / 2;
transitionParams.transition = THREE.Math.smoothstep( t, 0.3, 0.7 );
// Change the current alpha texture after each transition
if ( transitionParams.loopTexture && ( transitionParams.transition == 0 || transitionParams.transition == 1 ) ) {
if ( this.needChange ) {
transitionParams.texture = ( transitionParams.texture + 1 ) % this.textures.length;
this.quadmaterial.uniforms.tMixTexture.value = this.textures[ transitionParams.texture ];
this.needChange = false;
}
} else
this.needChange = true;
}
this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition;
// Prevent render both scenes when it's not necessary
if ( transitionParams.transition == 0 ) {
this.sceneB.render( delta, false );
} else if ( transitionParams.transition == 1 ) {
this.sceneA.render( delta, false );
} else {
// When 0<transition<1 render transition between two scenes
this.sceneA.render( delta, true );
this.sceneB.render( delta, true );
renderer.render( this.scene, this.cameraOrtho, null, true );
}
}
}