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@@ -36,9 +36,6 @@
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<script src="../build/three.js"></script>
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<script src="../build/three.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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- <script src="js/crossfade/scenes.js"></script>
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- <script src="js/crossfade/gui.js"></script>
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- <script src="js/crossfade/transition.js"></script>
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<script src="js/utils/BufferGeometryUtils.js"></script>
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<script src="js/utils/BufferGeometryUtils.js"></script>
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<script>
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<script>
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@@ -47,6 +44,16 @@
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var renderer;
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var renderer;
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var transition;
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var transition;
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+ var transitionParams = {
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+ "useTexture": true,
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+ "transition": 0.5,
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+ "transitionSpeed": 2.0,
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+ "texture": 5,
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+ "loopTexture": true,
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+ "animateTransition": true,
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+ "textureThreshold": 0.3
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+ };
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+
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var clock = new THREE.Clock();
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var clock = new THREE.Clock();
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init();
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init();
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@@ -82,12 +89,332 @@
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}
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}
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+ function initGUI() {
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+
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+ var gui = new dat.GUI();
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+
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+ gui.add( transitionParams, "useTexture" ).onChange( function ( value ) {
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+
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+ transition.useTexture( value );
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+
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+ } );
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+
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+ gui.add( transitionParams, 'loopTexture' );
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+
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+ gui.add( transitionParams, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function ( value ) {
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+
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+ transition.setTexture( value );
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+
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+ } ).listen();
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+
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+ gui.add( transitionParams, "textureThreshold", 0, 1, 0.01 ).onChange( function ( value ) {
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+
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+ transition.setTextureThreshold( value );
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+
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+ } );
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+
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+ gui.add( transitionParams, "animateTransition" );
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+ gui.add( transitionParams, "transition", 0, 1, 0.01 ).listen();
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+ gui.add( transitionParams, "transitionSpeed", 0.5, 5, 0.01 );
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+
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+ }
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+
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+
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function render() {
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function render() {
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transition.render( clock.getDelta() );
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transition.render( clock.getDelta() );
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}
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}
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+ function generateGeometry( objectType, numObjects ) {
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+
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+ function applyVertexColors( geometry, color ) {
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+
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+ var position = geometry.attributes.position;
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+ var colors = [];
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+
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+ for ( var i = 0; i < position.count; i ++ ) {
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+
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+ colors.push( color.r, color.g, color.b );
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+
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+ }
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+
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+ geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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+
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+ }
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+
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+ var geometries = [];
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+
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+ var matrix = new THREE.Matrix4();
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+ var position = new THREE.Vector3();
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+ var rotation = new THREE.Euler();
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+ var quaternion = new THREE.Quaternion();
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+ var scale = new THREE.Vector3();
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+ var color = new THREE.Color();
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+
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+ for ( var i = 0; i < numObjects; i ++ ) {
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+
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+ position.x = Math.random() * 10000 - 5000;
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+ position.y = Math.random() * 6000 - 3000;
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+ position.z = Math.random() * 8000 - 4000;
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+
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+ rotation.x = Math.random() * 2 * Math.PI;
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+ rotation.y = Math.random() * 2 * Math.PI;
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+ rotation.z = Math.random() * 2 * Math.PI;
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+ quaternion.setFromEuler( rotation, false );
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+
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+ scale.x = Math.random() * 200 + 100;
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+
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+ var geometry;
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+
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+ if ( objectType === 'cube' ) {
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+
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+ geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
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+ geometry = geometry.toNonIndexed(); // merging needs consistent buffer geometries
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+ scale.y = Math.random() * 200 + 100;
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+ scale.z = Math.random() * 200 + 100;
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+ color.setRGB( 0, 0, 0.1 + 0.9 * Math.random() );
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+
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+ } else if ( objectType === 'sphere' ) {
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+
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+ geometry = new THREE.IcosahedronBufferGeometry( 1, 1 );
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+ scale.y = scale.z = scale.x;
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+ color.setRGB( 0.1 + 0.9 * Math.random(), 0, 0 );
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+
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+ }
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+
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+ // give the geom's vertices a random color, to be displayed
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+ applyVertexColors( geometry, color );
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+
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+ matrix.compose( position, quaternion, scale );
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+ geometry.applyMatrix( matrix );
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+
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+ geometries.push( geometry );
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+
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+ }
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+
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+ return THREE.BufferGeometryUtils.mergeBufferGeometries( geometries );
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+
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+ }
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+
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+ function Scene( type, numObjects, cameraZ, fov, rotationSpeed, clearColor ) {
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+
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+ this.clearColor = clearColor;
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+
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+ this.camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 10000 );
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+ this.camera.position.z = cameraZ;
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+
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+ // Setup scene
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+ this.scene = new THREE.Scene();
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+ this.scene.add( new THREE.AmbientLight( 0x555555 ) );
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+
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+ var light = new THREE.SpotLight( 0xffffff, 1.5 );
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+ light.position.set( 0, 500, 2000 );
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+ this.scene.add( light );
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+
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+ this.rotationSpeed = rotationSpeed;
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+
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+ var defaultMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );
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+ this.mesh = new THREE.Mesh( generateGeometry( type, numObjects ), defaultMaterial );
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+ this.scene.add( this.mesh );
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+
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+ var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
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+ this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParameters );
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+
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+ this.render = function ( delta, rtt ) {
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+
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+ this.mesh.rotation.x += delta * this.rotationSpeed.x;
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+ this.mesh.rotation.y += delta * this.rotationSpeed.y;
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+ this.mesh.rotation.z += delta * this.rotationSpeed.z;
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+
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+ renderer.setClearColor( this.clearColor );
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+
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+ if ( rtt ) {
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+
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+ renderer.setRenderTarget( this.fbo );
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+ renderer.clear();
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+ renderer.render( this.scene, this.camera );
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+
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+ } else {
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+
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+ renderer.setRenderTarget( null );
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+ renderer.render( this.scene, this.camera );
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+
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+ }
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+
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+ };
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+
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+ }
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+
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+ function Transition( sceneA, sceneB ) {
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+
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+ this.scene = new THREE.Scene();
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+
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+ this.cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 );
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+
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+ this.textures = [];
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+
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+ var loader = new THREE.TextureLoader();
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+
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+ for ( var i = 0; i < 6; i ++ )
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+ this.textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
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+
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+ this.quadmaterial = new THREE.ShaderMaterial( {
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+
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+ uniforms: {
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+
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+ tDiffuse1: {
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+ value: null
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+ },
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+ tDiffuse2: {
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+ value: null
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+ },
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+ mixRatio: {
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+ value: 0.0
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+ },
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+ threshold: {
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+ value: 0.1
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+ },
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+ useTexture: {
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+ value: 1
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+ },
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+ tMixTexture: {
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+ value: this.textures[ 0 ]
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+ }
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+ },
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = vec2( uv.x, uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+ fragmentShader: [
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+
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+ "uniform float mixRatio;",
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+
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+ "uniform sampler2D tDiffuse1;",
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+ "uniform sampler2D tDiffuse2;",
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+ "uniform sampler2D tMixTexture;",
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+
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+ "uniform int useTexture;",
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+ "uniform float threshold;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ " vec4 texel1 = texture2D( tDiffuse1, vUv );",
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+ " vec4 texel2 = texture2D( tDiffuse2, vUv );",
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+
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+ " if (useTexture==1) {",
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+
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+ " vec4 transitionTexel = texture2D( tMixTexture, vUv );",
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+ " float r = mixRatio * (1.0 + threshold * 2.0) - threshold;",
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+ " float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);",
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+
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+ " gl_FragColor = mix( texel1, texel2, mixf );",
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+
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+ " } else {",
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+
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+ " gl_FragColor = mix( texel2, texel1, mixRatio );",
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+
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+ " }",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+ } );
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+
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+ var quadgeometry = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
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+
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+ this.quad = new THREE.Mesh( quadgeometry, this.quadmaterial );
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+ this.scene.add( this.quad );
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+
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+ // Link both scenes and their FBOs
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+ this.sceneA = sceneA;
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+ this.sceneB = sceneB;
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+
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+ this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo.texture;
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+ this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo.texture;
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+
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+ this.needChange = false;
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+
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+ this.setTextureThreshold = function ( value ) {
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+
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+ this.quadmaterial.uniforms.threshold.value = value;
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+
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+ };
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+
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+ this.useTexture = function ( value ) {
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+
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+ this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0;
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+
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+ };
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+
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+ this.setTexture = function ( i ) {
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+
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+ this.quadmaterial.uniforms.tMixTexture.value = this.textures[ i ];
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+
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+ };
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+
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+ this.render = function ( delta ) {
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+
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+ // Transition animation
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+ if ( transitionParams.animateTransition ) {
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+
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+ var t = ( 1 + Math.sin( transitionParams.transitionSpeed * clock.getElapsedTime() / Math.PI ) ) / 2;
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+ transitionParams.transition = THREE.Math.smoothstep( t, 0.3, 0.7 );
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+
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+ // Change the current alpha texture after each transition
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+ if ( transitionParams.loopTexture && ( transitionParams.transition == 0 || transitionParams.transition == 1 ) ) {
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+
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+ if ( this.needChange ) {
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+
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+ transitionParams.texture = ( transitionParams.texture + 1 ) % this.textures.length;
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+ this.quadmaterial.uniforms.tMixTexture.value = this.textures[ transitionParams.texture ];
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+ this.needChange = false;
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+
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+ }
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+
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+ } else
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+ this.needChange = true;
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+
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+ }
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+
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+ this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition;
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+
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+ // Prevent render both scenes when it's not necessary
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+ if ( transitionParams.transition == 0 ) {
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+
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+ this.sceneB.render( delta, false );
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+
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+ } else if ( transitionParams.transition == 1 ) {
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+
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+ this.sceneA.render( delta, false );
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+
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+ } else {
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+
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+ // When 0<transition<1 render transition between two scenes
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+
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+ this.sceneA.render( delta, true );
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+ this.sceneB.render( delta, true );
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+ renderer.setRenderTarget( null );
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+ renderer.clear();
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+ renderer.render( this.scene, this.cameraOrtho );
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+
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+ }
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+
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+ };
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+
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+ }
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+
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</script>
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</script>
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</body>
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</body>
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