Files
three.js/examples/misc_sound.html
T
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00

279 lines
8.6 KiB
HTML

<!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,
movementSpeed: 1, lookSpeed: 0.002, noFly: true, lookVertical: 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 THREE.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 THREE.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, wireframeLinewidth: 1 } );
material_wireframe.color.setHSV( 0.1, 0.2, 0.25 );
var plane = new THREE.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, antialias: false } );
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 = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
var screen_shader = THREE.ShaderUtils.lib["screen"];
var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
screen_uniforms["opacity"].value = 1.0;
postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
uniforms: screen_uniforms,
vertexShader: screen_shader.vertexShader,
fragmentShader: screen_shader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
} );
var convolution_shader = THREE.ShaderUtils.lib["convolution"];
var convolution_uniforms = THREE.UniformsUtils.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 = THREE.ShaderUtils.buildKernel( 4.0 );
postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
uniforms: convolution_uniforms,
vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
} );
postprocessing.quad = new THREE.Mesh( new THREE.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, true );
// 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, true );
// 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, true );
// 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>