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- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>three.js - misc - sound</title>
- <meta charset="utf-8">
- <style type="text/css">
- body {
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- font-weight: bold;
- text-align:center;
- }
- a {
- color:#0078ff;
- }
- #info {
- color:#fff;
- position: absolute;
- top: 0px; width: 100%;
- padding: 5px;
- z-index:100;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl 3d sounds example -
- music by <a href="http://www.newgrounds.com/audio/listen/358232" target="_blank">larrylarrybb</a> and
- <a href="http://www.newgrounds.com/audio/listen/376737" target="_blank">skullbeatz</a> <br/><br/>
- navigate with WASD / arrows / mouse
- </div>
- <div id="container"></div>
- <script type="text/javascript" src="../build/Three.js"></script>
- <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
- <script type="text/javascript" src="js/Detector.js"></script>
- <script type="text/javascript">
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container;
- var camera, scene, renderer, soundRenderer;
- var light, pointLight;
- var cameraControl;
- var mesh;
- var material_sphere1, material_sphere2;
- var postprocessing = { enabled: true };
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- scene = new THREE.Scene();
- scene.fog = new THREE.FogExp2( 0x000000, 0.0035 );
- camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000,
- movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } );
- camera.position.set( 0, 25, 0 );
- light = new THREE.DirectionalLight( 0xffffff );
- light.position.set( 0, 0.5, 1 );
- light.position.normalize();
- scene.addLight( light );
- var sphere = new Sphere( 20, 32, 16 );
- material_sphere1 = new THREE.MeshLambertMaterial( { color: 0xffaa00, shading: THREE.FlatShading } );
- material_sphere2 = new THREE.MeshLambertMaterial( { color: 0xff2200, shading: THREE.FlatShading } );
- var cube = new Cube( 5, 40, 5 );
- var material_cube = new THREE.MeshLambertMaterial( { color: 0xffff00, shading: THREE.FlatShading } );
- material_cube.color.setHSV( 0.1, 0.7, 1 );
- // sound spheres
- var s = 1;
- var mesh1 = new THREE.Mesh( sphere, material_sphere1 );
- mesh1.position.set( -250, 30, 0 );
- mesh1.scale.set( s, s, s );
- var sound1 = new THREE.Sound( [ "sounds/358232_j_s_song.mp3", "sounds/358232_j_s_song.ogg" ] , 275, 20, true );
- //var sound1 = new THREE.Sound( "sounds/358232_j_s_song.ogg", 275, 20, true );
- sound1.play();
- var dbg = new THREE.Mesh( cube, material_cube );
- dbg.position.set( 0, -10 ,0 );
- mesh1.addChild( dbg );
- mesh1.addChild( sound1 );
- scene.addObject( mesh1 );
- var mesh2 = new THREE.Mesh( sphere, material_sphere2 );
- mesh2.position.set( 250, 30, 0 );
- mesh2.scale.set( s, s, s );
- var sound2 = new THREE.Sound( [ "sounds/376737_Skullbeatz___Bad_Cat_Maste.mp3", "sounds/376737_Skullbeatz___Bad_Cat_Maste.ogg" ], 275, 20, true );
- //var sound2 = new THREE.Sound( "sounds/376737_Skullbeatz___Bad_Cat_Maste.ogg", 275, 20, true );
- sound2.play();
- var dbg = new THREE.Mesh( cube, material_cube );
- dbg.position.set( 0, -10, 0 );
- mesh2.addChild( dbg );
- mesh2.addChild( sound2 );
- scene.addObject( mesh2 );
- // ground
- var material_wireframe = new THREE.MeshLambertMaterial( { color: 0xffaa00, wireframe: true, wireframe_linewidth: 1 } );
- material_wireframe.color.setHSV( 0.1, 0.2, 0.25 );
- var plane = new Plane( 1000, 1000, 100, 100 );
- mesh = new THREE.Mesh( plane, material_wireframe );
- mesh.position.y = 0.1;
- mesh.rotation.x = -1.57;
- scene.addObject( mesh );
- renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
- renderer.setSize( window.innerWidth, window.innerHeight );
- soundRenderer = new THREE.SoundRenderer();
- container.innerHTML = "";
- container.appendChild( renderer.domElement );
- container.appendChild( soundRenderer.domElement );
- initPostprocessing();
- renderer.autoClear = false;
- }
- function initPostprocessing() {
- postprocessing.scene = new THREE.Scene();
- postprocessing.camera = new THREE.Camera();
- postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
- postprocessing.camera.position.z = 100;
- var pars = { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter };
- postprocessing.rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
- postprocessing.rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
- postprocessing.rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
- var screen_shader = ShaderUtils.lib["screen"];
- var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
- screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
- screen_uniforms["opacity"].value = 1.0;
- postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
- uniforms: screen_uniforms,
- vertex_shader: screen_shader.vertex_shader,
- fragment_shader: screen_shader.fragment_shader,
- blending: THREE.AdditiveBlending
- } );
- var convolution_shader = ShaderUtils.lib["convolution"];
- var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
- postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
- postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
- convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
- convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
- convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
- postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
- uniforms: convolution_uniforms,
- vertex_shader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertex_shader,
- fragment_shader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragment_shader
- } );
- postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
- postprocessing.quad.position.z = -500;
- postprocessing.scene.addObject( postprocessing.quad );
- }
- function animate() {
- requestAnimationFrame( animate );
- render();
- }
- function render() {
- var time = new Date().getTime() * 0.005;
- material_sphere1.color.setHSV( 0.0, 0.3 + 0.7 * ( 1 + Math.cos(time) ) / 2, 1 );
- material_sphere2.color.setHSV( 0.1, 0.3 + 0.7 * ( 1 + Math.sin(time) ) / 2, 1 );
- if ( postprocessing.enabled ) {
- renderer.clear();
- // Render scene into texture
- renderer.render( scene, camera, postprocessing.rtTexture1 );
- // Render quad with blured scene into texture (convolution pass 1)
- postprocessing.quad.materials = [ postprocessing.materialConvolution ];
- postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
- postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2 );
- // Render quad with blured scene into texture (convolution pass 2)
- postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
- postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3 );
- // Render original scene with superimposed blur to texture
- postprocessing.quad.materials = [ postprocessing.materialScreen ];
- postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
- postprocessing.materialScreen.uniforms.opacity.value = 1.3;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
- // Render to screen
- postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
- renderer.render( postprocessing.scene, postprocessing.camera );
- } else {
- renderer.clear();
- renderer.render( scene, camera );
- }
- soundRenderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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