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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
#loadingScreen {
position:absolute;
width:100%;
height:100%;
background-color:#000;
color:#fff;
z-index:10;
}
html, body {
width: 100%;
height: 100%;
}
body {
background-color: #ffffff;
margin: 0;
overflow: hidden;
font-family: arial;
}
#blocker {
position: absolute;
width: 100%;
height: 100%;
background-color: rgba(0,0,0,0.5);
}
#instructions {
width: 100%;
height: 100%;
display: -webkit-box;
display: -moz-box;
display: box;
-webkit-box-orient: horizontal;
-moz-box-orient: horizontal;
box-orient: horizontal;
-webkit-box-pack: center;
-moz-box-pack: center;
box-pack: center;
-webkit-box-align: center;
-moz-box-align: center;
box-align: center;
color: #ffffff;
text-align: center;
cursor: pointer;
}
</style>
</head>
<body>
<div id="loadingScreen">Loading...</div>
<div id="blocker">
<div id="instructions">
<span style="font-size:40px">Click to begin</span>
<br />
Keyboard and Mouse:
<br />
W, A, S, D = Move Position
<br />
SPACE = Jump
<br />
MOUSE = Look
<br />
ESCAPE = Pause, M = Mute/Unmute Audio
<br />
I / O / P = Anaglyph / Oculus / Projection Views
<br />
<br />
Gamepad:
<br />
Left stick = Move Position (Click to sprint)
<br />
A = Jump
<br />
Right stick = Look
<br />
Start = Refresh Page, Select = Mute/Unmute Audio
<br />
D-Pad Left/Down/Right = Anaglyph / Oculus / Projection Views
<br />
<br />
Display Options:
<br />
1 = Toggle Hi-Quality Shadows
<br />
2 = Cycle Shadow Edge Enhancement
<br />
3 = Toggle Ambient Occlusion
</div>
</div>
<script>
//NAMESPACE
NUMIDIUM = {};
</script>
<script src="scripts/lib/three.js"></script>
<script src="scripts/lib/Detector.js"></script>
<script src="scripts/AudioObject.js"></script>
<script src="scripts/lib/stats.min.js"></script>
<script src="scripts/lib/Octree.js"></script>
<script src="scripts/effects/CopyShader.js"></script>
<script src="scripts/effects/SSAOShader.js"></script>
<script src="scripts/effects/EffectComposer.js"></script>
<script src="scripts/effects/RenderPass.js"></script>
<script src="scripts/effects/MaskPass.js"></script>
<script src="scripts/effects/ShaderPass.js"></script>
<script src="scripts/loaders/OBJLoader.js"></script>
<script src="scripts/Controls/gamepad.js"></script>
<script src="scripts/Controls/NumidiumControls.js"></script>
<script src="scripts/Controls/NumidiumOculusControls.js"></script>
<script src="scripts/effects/NumidiumOculusRiftEffect.js"></script>
<script src="scripts/effects/NumidiumAnaglyphEffect.js"></script>
<script>
var pointerLockAttach = function () {
var blocker = document.getElementById( 'blocker' );
//var instructions = document.getElementById( 'instructions' );
// http://www.html5rocks.com/en/tutorials/pointerlock/intro/
var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
if ( havePointerLock ) {
var element = document.body;
var pointerlockchange = function ( event ) {
if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {
kbamControls.enabled = true;
blocker.style.display = 'none';
} else {
kbamControls.enabled = false;
blocker.style.display = '-webkit-box';
blocker.style.display = '-moz-box';
blocker.style.display = 'box';
instructions.style.display = '';
}
}
var pointerlockerror = function ( event ) {
instructions.style.display = '';
}
// Hook pointer lock state change events
document.addEventListener( 'pointerlockchange', pointerlockchange, false );
document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );
document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );
document.addEventListener( 'pointerlockerror', pointerlockerror, false );
document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );
document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );
instructions.addEventListener( 'click', function ( event ) {
instructions.style.display = 'none';
// Ask the browser to lock the pointer
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
if ( /Firefox/i.test( navigator.userAgent ) ) {
var fullscreenchange = function ( event ) {
if ( document.fullscreenElement === element || document.mozFullscreenElement === element || document.mozFullScreenElement === element ) {
document.removeEventListener( 'fullscreenchange', fullscreenchange );
document.removeEventListener( 'mozfullscreenchange', fullscreenchange );
element.requestPointerLock();
}
}
document.addEventListener( 'fullscreenchange', fullscreenchange, false );
document.addEventListener( 'mozfullscreenchange', fullscreenchange, false );
element.requestFullscreen = element.requestFullscreen || element.mozRequestFullscreen || element.mozRequestFullScreen || element.webkitRequestFullscreen;
element.requestFullscreen();
} else {
element.requestPointerLock();
}
}, false );
} else {
instructions.innerHTML = 'Your browser doesn\'t seem to support Pointer Lock API';
}
};
// workaround for chrome bug: http://code.google.com/p/chromium/issues/detail?id=35980#c12
if ( window.innerWidth === 0 ) { window.innerWidth = parent.innerWidth; window.innerHeight = parent.innerHeight; }
//SCENE
var scene, sceneGraph, directionalLight;
//AUDIO
var ambientAudio, audioEnabled;
//CAMERA
var camera;
//RENDER
var renderer, anaglyphRenderer, oculusRenderer, stats;
var isAnaglyph = false, isOculus = false;
var highQualityShadows = true;
//POST PROCESSING
var depthMaterial, depthTarget, ssaoEffectPass, effectComposer;
var aoSupported = true, aoEnabled = true;
//GEOMETRY
var collisionMesh
//CONTROLS
var kBamControls, oculusControls;
var time = Date.now(), clock = new THREE.Clock();
init();
animate();
function initScene() {
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x38332D, 0.00075 );
scene.add( new THREE.AmbientLight( 0x423433 ) );
directionalLight = new THREE.DirectionalLight( 0xfefdbc, 0.5 );
directionalLight.position.set( -1500, 1100, 1200 );
directionalLight.castShadow = true;
directionalLight.shadowCascadeCount = 8;
directionalLight.shadowCascadeWidth = [256, 512, 512, 512, 1024, 1024, 1024, 1024];
directionalLight.shadowCascadeHeight = [256, 512, 512, 512, 1024, 1024, 1024, 1024];
directionalLight.shadowCascadeNearZ = [-0.1, 0.65, 0.70, 0.95, 0.96, 0.99, 0.999, 0.9999];
directionalLight.shadowCascadeFarZ = [0.65, 0.70, 0.95, 0.96, 0.99, 0.999, 0.9999, 1.00];
directionalLight.shadowCascadeBias = [0.005, 0.005, 0.005, 0.005, 0.004, 0.0065, 0.0065, 0.0065];
directionalLight.shadowCascade = true;
// directionalLight.shadowCameraVisible = true;
directionalLight.shadowDarkness = 0.5;
scene.add( directionalLight );
sceneGraph = new THREE.Octree( {
// scene: scene,
undeferred: true,
depthMax: Infinity,
objectsThreshold: 128,
overlapPct: 0.25
} );
};
function initAudio() {
audioEnabled = true;
ambientAudio = new THREE.AudioObject('audio/Wind.mp3');
scene.add( ambientAudio );
}
function initCamera() {
var viewAngle = 45;
var aspectRatio = window.innerWidth / window.innerHeight;
var nearClip = 1;
var farClip = 10000;
camera = new THREE.PerspectiveCamera(viewAngle, aspectRatio, nearClip, farClip);
};
function initStats() {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
document.body.appendChild( stats.domElement );
};
function initRenderer() {
if ( Detector.webgl ) {
renderer = new THREE.WebGLRenderer();
}
else {
renderer = new THREE.CanvasRenderer();
}
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.setClearColor( new THREE.Color("black") );
renderer.shadowMapEnabled = true;
renderer.shadowMapCascade = true;
//renderer.shadowMapType = THREE.BasicShadowMap; // best performance
//renderer.shadowMapType = THREE.PCFShadowMap;
renderer.shadowMapType = THREE.PCFSoftShadowMap; // best quality
document.addEventListener( 'keydown', onKeyDown, false );
window.addEventListener( 'resize', onWindowResize, false );
};
function initPostProcessing() {
//SSAO only supported by Windows PCs
if( navigator.platform.indexOf( "Mac" ) != -1 ) {
console.log( "Disabling SSAO for Macintosh PC..." );
aoSupported = false;
aoEnabled = false;
}
var depthShader = THREE.ShaderLib[ "depthRGBA" ];
var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
depthMaterial.blending = THREE.NoBlending;
effectComposer = new THREE.EffectComposer( renderer );
effectComposer.addPass( new THREE.RenderPass( scene, camera ) );
depthTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat } );
ssaoEffectPass = new THREE.ShaderPass( THREE.SSAOShader );
ssaoEffectPass.uniforms[ 'tDepth' ].value = depthTarget;
ssaoEffectPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
ssaoEffectPass.uniforms[ 'cameraNear' ].value = camera.near;
ssaoEffectPass.uniforms[ 'cameraFar' ].value = camera.far;
ssaoEffectPass.uniforms[ 'aoClamp' ].value = 0.5;
ssaoEffectPass.uniforms[ 'lumInfluence' ].value = 0.5;
//ssaoEffectPass.uniforms[ 'fogEnabled' ].value = 1;
//ssaoEffectPass.uniforms[ 'onlyAO' ].value = 1.0;
ssaoEffectPass.renderToScreen = true;
effectComposer.addPass( ssaoEffectPass );
oculusRenderer = new NUMIDIUM.OculusRiftEffect( renderer, camera, { worldFactor: 1 } );
anaglyphRenderer = new NUMIDIUM.AnaglyphEffect( renderer, window.innerWidth, window.innerHeight );
};
function initSkyBox() {
var skyBoxFaces = [
'textures/skyBox/px.jpg',
'textures/skyBox/nx.jpg',
'textures/skyBox/py.jpg',
'textures/skyBox/ny.jpg',
'textures/skyBox/pz.jpg',
'textures/skyBox/nz.jpg'
];
var textureCube = THREE.ImageUtils.loadTextureCube( skyBoxFaces, new THREE.CubeRefractionMapping() );
var shader = THREE.ShaderLib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;
var skyBoxMaterial = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
side: THREE.BackSide
} );
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMesh = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
scene.add(skyBoxMesh);
};
function loadGeometry() {
var loader = new THREE.OBJLoader( );
loader.load( 'models/FirelinkShrine/FirelinkShrine.obj', function ( object ) {
object.scale.set( 10, 10, 10 );
collisionMesh = object;
collisionMesh.scale = new THREE.Vector3( 10, 10, 10 );
collisionMesh.castShadow = true;
collisionMesh.receiveShadow = true;
// set the mesh to cast/receive shadows
collisionMesh.children[0].children[0].castShadow = true;
collisionMesh.children[0].children[0].receiveShadow = true;
scene.add( object );
sceneGraph.add( collisionMesh.children[0].children[0], { useFaces: true } );
kbamControls.sceneGraph = sceneGraph;
document.getElementById( "loadingScreen" ).style.display = "none";
} );
};
function initControls() {
oculusControls = new NUMIDIUM.OculusControls( camera );
kbamControls = new NUMIDIUM.NumidiumControls( camera );
kbamControls.getObject().position.set( 591, -150, -524 );
scene.add( kbamControls.getObject() );
pointerLockAttach();
};
function init() {
initScene();
initAudio();
initCamera();
initStats();
initRenderer();
initPostProcessing();
initSkyBox();
loadGeometry();
initControls();
};
function animate() {
requestAnimationFrame( animate );
if(audioEnabled) {
for (var i=0;i<scene.children.length;i++) {
if (scene.children[i].setVolume) {
scene.children[i].setVolume(1);
}
}
} else {
for (var i=0;i<scene.children.length;i++) {
if (scene.children[i].setVolume) {
scene.children[i].setVolume(0);
}
}
}
stats.update();
sceneGraph.update();
kbamControls.update( Date.now() - time );
oculusControls.update( clock.getDelta(), kbamControls.getGamepadRotate() );
renderer.shadowMapAutoUpdate = highQualityShadows;
if ( isAnaglyph ) {
renderer.autoClear = false;
anaglyphRenderer.render( scene, camera );
}
else if (isOculus) {
renderer.autoClear = false;
oculusRenderer.render( scene, camera );
}
else {
renderer.autoClear = true;
if( aoSupported && aoEnabled ) {
scene.overrideMaterial = depthMaterial;
renderer.render( scene, camera, depthTarget );
scene.overrideMaterial = null;
effectComposer.render();
}
else {
renderer.render(scene, camera);
}
}
time = Date.now();
};
toggleAudio = function() {
audioEnabled = !audioEnabled;
};
function onWindowResize () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
anaglyphRenderer.setSize( window.innerWidth, window.innerHeight );
oculusRenderer.setSize( window.innerWidth, window.innerHeight );
depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
ssaoEffectPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
ssaoEffectPass.uniforms[ 'tDepth' ].texture = depthRenderTarget;
};
function onKeyDown ( event ) {
console.log( event.keyCode );
switch ( event.keyCode ) {
case 49: //1
highQualityShadows = !highQualityShadows;
if ( !highQualityShadows ) {
renderer.clearTarget( directionalLight.shadowMap );
for( var i = 0; i < directionalLight.shadowCascadeArray.length; i++ ) {
renderer.clearTarget( directionalLight.shadowCascadeArray[i].shadowMap );
}
}
break;
case 50: //2
// cycle through shadow map types
renderer.shadowMapType = (renderer.shadowMapType + 1) % 3;
//0 = THREE.BasicShadowMap
//1 = THREE.PCFShadowMap
//2 = THREE.PCFSoftShadowMap
// force update of baked materials
collisionMesh.children[0].children[0].material.needsUpdate = true;
//TODO: this is making assumptions about the hierarchy of meshes and materials in the scene, which could break
// on more complex arrangements (eg medieval city)
break;
case 51: //3
//toggle SSAO shader
aoEnabled = !aoEnabled;
if ( !aoEnabled ) {
renderer.clearTarget( depthTarget );
}
break;
case 73: //i
isAnaglyph = true;
isOculus = false;
oculusControls.freeze = true;
onWindowResize();
break;
case 79: //o
isAnaglyph = false;
isOculus = true;
oculusControls.connect(); // send a GET to http://localhost:50000/
oculusControls.freeze = false;
onWindowResize();
break;
case 80: //p
isAnaglyph = false;
isOculus = false;
oculusControls.freeze = true;
onWindowResize();
break;
case 107: //+
// not working
oculusRenderer.setInterpurpillaryDist(0.1);
//console.log(oculusRenderer.HMD.interpupillaryDistance);
break;
case 109: //-
break;
case 187: //+
// not working
oculusRenderer.setInterpurpillaryDist(0.1);
//console.log(oculusRenderer.HMD.interpupillaryDistance);
break;
case 189: //-
break;
}
};
</script>
</body>
</html>