webgl_loader_sea3d_sound.html 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sea3d / sound</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. #blocker {
  10. position: absolute;
  11. width: 100%;
  12. height: 100%;
  13. background-color: rgba(0,0,0,0.5);
  14. }
  15. #instructions {
  16. width: 100%;
  17. height: 100%;
  18. display: -webkit-box;
  19. display: -moz-box;
  20. display: box;
  21. -webkit-box-orient: horizontal;
  22. -moz-box-orient: horizontal;
  23. box-orient: horizontal;
  24. -webkit-box-pack: center;
  25. -moz-box-pack: center;
  26. box-pack: center;
  27. -webkit-box-align: center;
  28. -moz-box-align: center;
  29. box-align: center;
  30. color: #ffffff;
  31. text-align: center;
  32. cursor: pointer;
  33. }
  34. </style>
  35. </head>
  36. <body>
  37. <div id="info">
  38. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Exported by <a href="https://github.com/sunag/sea3d" target="_blank" rel="noopener">SEA3D Exporter</a> and edited by <a href="https://github.com/sunag/sea3d" target="_blank" rel="noopener">SEA3D Studio</a>
  39. </div>
  40. <div id="blocker">
  41. <div id="instructions">
  42. <span style="font-size:40px">Click to play</span>
  43. <br />
  44. (W, A, S, D = Move, MOUSE = Look around)
  45. </div>
  46. </div>
  47. <script type="module">
  48. import {
  49. Vector3,
  50. Color,
  51. Euler,
  52. Clock,
  53. AudioAnalyser,
  54. AudioLoader,
  55. Raycaster,
  56. PerspectiveCamera,
  57. Scene,
  58. WebGLRenderer
  59. } from "../build/three.module.js";
  60. import { PointerLockControls } from './jsm/controls/PointerLockControls.js';
  61. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  62. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  63. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  64. import { MaskPass } from './jsm/postprocessing/MaskPass.js';
  65. import { CopyShader } from './jsm/shaders/CopyShader.js';
  66. import { ColorCorrectionShader } from './jsm/shaders/ColorCorrectionShader.js';
  67. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  68. import { SEA3D } from './jsm/loaders/sea3d/SEA3DLoader.js';
  69. import './jsm/loaders/sea3d/SEA3DLZMA.js'; // sea3d lzma extension
  70. import Stats from './jsm/libs/stats.module.js';
  71. console.log( "Visit https://github.com/sunag/sea3d to all codes and builds under development." );
  72. var container, raycaster, stats;
  73. var camera, scene, renderer, composer, controls, velocity;
  74. var blocker, instructions;
  75. var moveLeft, moveForward, moveBackward, moveRight;
  76. var loader;
  77. var audioListener, soundFilter, soundAreaAnalyser, soundOutsideAnalyser;
  78. var soundArea, collisionArea, lightArea, lightOutside;
  79. // Initialize Three.JS
  80. initPointerLock();
  81. initKeyDown();
  82. init();
  83. //
  84. // SEA3D Loader
  85. //
  86. loader = new SEA3D( {
  87. autoPlay: true, // Auto play animations
  88. container: scene // Container to add models
  89. } );
  90. loader.onComplete = function () {
  91. audioListener = loader.audioListener;
  92. // sound filter
  93. soundFilter = audioListener.context.createBiquadFilter();
  94. soundFilter.type = 'lowpass';
  95. soundFilter.Q.value = 10;
  96. soundFilter.frequency.value = 440;
  97. // sound asset 1
  98. lightOutside = loader.getLight( "Light1" );
  99. var soundOutside = loader.getSound3D( "Point001" );
  100. soundOutsideAnalyser = new AudioAnalyser( soundOutside, 32 );
  101. // sound asset 2 + area
  102. lightArea = loader.getLight( "Light2" );
  103. soundArea = loader.getSound3D( "Point002" );
  104. soundAreaAnalyser = new AudioAnalyser( soundArea, 512 );
  105. collisionArea = loader.getMesh( "Torus003" );
  106. animate();
  107. };
  108. loader.load( './models/sea3d/sound.tjs.sea' );
  109. //
  110. function initPointerLock() {
  111. blocker = document.getElementById( 'blocker' );
  112. instructions = document.getElementById( 'instructions' );
  113. // http://www.html5rocks.com/en/tutorials/pointerlock/intro/
  114. var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
  115. if ( havePointerLock ) {
  116. var element = document.body;
  117. var pointerlockchange = function () {
  118. if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {
  119. controls.enabled = true;
  120. blocker.style.display = 'none';
  121. } else {
  122. controls.enabled = false;
  123. blocker.style.display = '-webkit-box';
  124. blocker.style.display = '-moz-box';
  125. blocker.style.display = 'box';
  126. instructions.style.display = '';
  127. }
  128. };
  129. var pointerlockerror = function () {
  130. instructions.style.display = '';
  131. };
  132. // Hook pointer lock state change events
  133. document.addEventListener( 'pointerlockchange', pointerlockchange, false );
  134. document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );
  135. document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );
  136. document.addEventListener( 'pointerlockerror', pointerlockerror, false );
  137. document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );
  138. document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );
  139. instructions.addEventListener( 'click', function () {
  140. instructions.style.display = 'none';
  141. // Ask the browser to lock the pointer
  142. element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
  143. element.requestPointerLock();
  144. }, false );
  145. } else {
  146. instructions.innerHTML = 'Your browser doesn\'t seem to support Pointer Lock API';
  147. }
  148. }
  149. function initKeyDown() {
  150. function onKeyDown( event ) {
  151. switch ( event.keyCode ) {
  152. case 38: // up
  153. case 87: // w
  154. moveForward = true;
  155. break;
  156. case 37: // left
  157. case 65: // a
  158. moveLeft = true;
  159. break;
  160. case 40: // down
  161. case 83: // s
  162. moveBackward = true;
  163. break;
  164. case 39: // right
  165. case 68: // d
  166. moveRight = true;
  167. break;
  168. }
  169. }
  170. function onKeyUp( event ) {
  171. switch ( event.keyCode ) {
  172. case 38: // up
  173. case 87: // w
  174. moveForward = false;
  175. break;
  176. case 37: // left
  177. case 65: // a
  178. moveLeft = false;
  179. break;
  180. case 40: // down
  181. case 83: // s
  182. moveBackward = false;
  183. break;
  184. case 39: // right
  185. case 68: // d
  186. moveRight = false;
  187. break;
  188. }
  189. }
  190. document.addEventListener( 'keydown', onKeyDown, false );
  191. document.addEventListener( 'keyup', onKeyUp, false );
  192. }
  193. function init() {
  194. raycaster = new Raycaster();
  195. scene = new Scene();
  196. scene.background = new Color( 0x333333 );
  197. velocity = new Vector3();
  198. container = document.createElement( 'div' );
  199. document.body.appendChild( container );
  200. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  201. controls = new PointerLockControls( camera );
  202. scene.add( controls.getObject() );
  203. controls.getObject().translateX( 250 );
  204. controls.getObject().translateZ( 250 );
  205. renderer = new WebGLRenderer();
  206. renderer.setPixelRatio( window.devicePixelRatio );
  207. renderer.setSize( window.innerWidth, window.innerHeight );
  208. container.appendChild( renderer.domElement );
  209. stats = new Stats();
  210. container.appendChild( stats.dom );
  211. // post-processing
  212. composer = new EffectComposer( renderer );
  213. var renderPass = new RenderPass( scene, camera );
  214. var copyPass = new ShaderPass( CopyShader );
  215. composer.addPass( renderPass );
  216. var vh = 1.4, vl = 1.2;
  217. var colorCorrectionPass = new ShaderPass( ColorCorrectionShader );
  218. colorCorrectionPass.uniforms[ "powRGB" ].value = new Vector3( vh, vh, vh );
  219. colorCorrectionPass.uniforms[ "mulRGB" ].value = new Vector3( vl, vl, vl );
  220. composer.addPass( colorCorrectionPass );
  221. var vignettePass = new ShaderPass( VignetteShader );
  222. vignettePass.uniforms[ "darkness" ].value = 1.0;
  223. composer.addPass( vignettePass );
  224. composer.addPass( copyPass );
  225. // events
  226. window.addEventListener( 'resize', onWindowResize, false );
  227. }
  228. function onWindowResize() {
  229. camera.aspect = window.innerWidth / window.innerHeight;
  230. camera.updateProjectionMatrix();
  231. composer.setSize( window.innerWidth, window.innerHeight );
  232. renderer.setSize( window.innerWidth, window.innerHeight );
  233. }
  234. //
  235. function animateCamera( delta ) {
  236. var scale = 1400;
  237. velocity.x -= velocity.x * 10.0 * delta;
  238. velocity.z -= velocity.z * 10.0 * delta;
  239. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  240. if ( moveForward ) velocity.z -= scale * delta;
  241. if ( moveBackward ) velocity.z += scale * delta;
  242. if ( moveLeft ) velocity.x -= scale * delta;
  243. if ( moveRight ) velocity.x += scale * delta;
  244. controls.getObject().translateX( velocity.x * delta );
  245. controls.getObject().translateZ( velocity.z * delta );
  246. }
  247. var clock = new Clock();
  248. var audioPos = new Vector3();
  249. var audioRot = new Euler();
  250. function updateSoundFilter() {
  251. // difference position between sound and listener
  252. var difPos = new Vector3().setFromMatrixPosition( soundArea.matrixWorld ).sub( audioPos );
  253. var length = difPos.length();
  254. // pick a vector from camera to sound
  255. raycaster.set( audioPos, difPos.normalize() );
  256. // intersecting sound1
  257. if ( length > 50 && raycaster.intersectObjects( [ collisionArea ] ).length ) {
  258. if ( soundArea.getFilters()[ 0 ] !== soundFilter ) soundArea.setFilters( [ soundFilter ] );
  259. } else if ( soundArea.getFilters()[ 0 ] === soundFilter ) {
  260. soundArea.setFilters( [] );
  261. }
  262. }
  263. //
  264. function animate() {
  265. var delta = clock.getDelta();
  266. animateCamera( delta );
  267. // Sound3D Spatial Transform Update
  268. loader.audioListener.position.copy( audioPos.setFromMatrixPosition( camera.matrixWorld ) );
  269. loader.audioListener.rotation.copy( audioRot.setFromRotationMatrix( camera.matrixWorld ) );
  270. // Update sound filter from raycaster intersecting
  271. updateSoundFilter();
  272. // light intensity from sound amplitude
  273. lightOutside.intensity = soundOutsideAnalyser.getAverageFrequency() / 100;
  274. lightArea.intensity = soundAreaAnalyser.getAverageFrequency() / 50;
  275. // Update SEA3D Animations
  276. SEA3D.AnimationHandler.update( delta );
  277. render( delta );
  278. stats.update();
  279. requestAnimationFrame( animate );
  280. }
  281. function render( delta ) {
  282. //renderer.render( scene, camera );
  283. composer.render( delta );
  284. }
  285. </script>
  286. </body>
  287. </html>