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363e56ff18
...
37f0d30fee
@ -1,9 +1,42 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { onResizePostprocessing } from './postprocessing.js';
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import { updateScreenEffect } from '../scene/magic-mirror.js'
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import sceneFeatureManager from '../scene/SceneFeatureManager.js';
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function updateCamera() {
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const globalTime = Date.now() * 0.0001;
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const lookAtTime = Date.now() * 0.0002;
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// Base Camera Position in front of the TV
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const baseX = 0;
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const baseY = 3.6;
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const baseZ = -5.0;
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const camAmplitude = new THREE.Vector3(1.0, 1.0, 6.0);
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// Base LookAt target (Center of the screen)
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const baseTargetX = 0;
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const baseTargetY = 1.6;
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const baseTargetZ = -30.0;
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const lookAmplitude = 8.0;
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// Camera Position Offsets (Drift)
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude.x;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude.y;
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const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude.z;
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state.camera.position.x = baseX + camOffsetX;
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state.camera.position.y = baseY + camOffsetY;
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state.camera.position.z = baseZ + camOffsetZ;
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// LookAt Target Offsets (Subtle Gaze Shift)
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
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const lookOffsetZ = Math.cos(lookAtTime * 2.5) * lookAmplitude;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude * 0.5;
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// Apply lookAt to the subtly shifted target
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state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ + lookOffsetZ);
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}
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function updateScreenLight() {
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if (state.isVideoLoaded && state.screenLight.intensity > 0) {
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const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
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@ -48,17 +81,14 @@ export function animate() {
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sceneFeatureManager.update(deltaTime);
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state.effectsManager.update();
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updateCamera();
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updateScreenLight();
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updateVideo();
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updateShaderTime();
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updateScreenEffect();
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// RENDER!
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if (state.composer) {
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state.composer.render();
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} else {
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state.renderer.render(state.scene, state.camera);
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}
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state.renderer.render(state.scene, state.camera);
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}
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// --- Window Resize Handler ---
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@ -66,5 +96,4 @@ export function onWindowResize() {
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state.camera.aspect = window.innerWidth / window.innerHeight;
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state.camera.updateProjectionMatrix();
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state.renderer.setSize(window.innerWidth, window.innerHeight);
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onResizePostprocessing();
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}
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@ -3,7 +3,7 @@ import { state, initState } from '../state.js';
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import { EffectsManager } from '../effects/EffectsManager.js';
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import { createSceneObjects } from '../scene/root.js';
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import { animate, onWindowResize } from './animate.js';
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import { initPostprocessing } from './postprocessing.js';
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import { loadVideoFile, playNextVideo } from './video-player.js';
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// --- Initialization ---
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export function init() {
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@ -36,9 +36,7 @@ export function init() {
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// 9. Event Listeners
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window.addEventListener('resize', onWindowResize, false);
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initPostprocessing();
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// Start the animation loop
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animate();
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}
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@ -1,34 +0,0 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
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import { OutputPass } from 'three/examples/jsm/postprocessing/OutputPass.js';
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import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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export function initPostprocessing() {
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const composer = new EffectComposer(state.renderer);
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// 1. The first pass is always to render the scene itself.
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const renderPass = new RenderPass(state.scene, state.camera);
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composer.addPass(renderPass);
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const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
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const bloomPass = new UnrealBloomPass( resolution, 0.9, 0.1, 0.6 );
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composer.addPass( bloomPass );
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// 3. Add an output pass to render the final result to the screen.
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const outputPass = new OutputPass();
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composer.addPass(outputPass);
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// Store the composer and passes in the global state
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state.composer = composer;
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}
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export function onResizePostprocessing() {
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if (state.composer) {
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state.composer.setSize(window.innerWidth, window.innerHeight);
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}
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if (state.ssaoPass) {
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state.ssaoPass.setSize(window.innerWidth, window.innerHeight);
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}
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}
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@ -1,5 +1,6 @@
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import * as THREE from 'three';
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import { init } from './core/init.js';
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import { StainedGlass } from './scene/stained-glass-window.js';
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// Start everything
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init();
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@ -1,142 +0,0 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { SceneFeature } from './SceneFeature.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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const minSwitchInterval = 2;
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const maxSwitchInterval = 10;
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export class CameraManager extends SceneFeature {
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constructor() {
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super();
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this.cameras = [];
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this.activeCameraIndex = 0;
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this.switchInterval = 10; // seconds
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this.lastSwitchTime = 0;
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sceneFeatureManager.register(this);
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}
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init() {
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// The main camera from init.js is our first camera
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const mainCamera = state.camera;
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this.cameras.push({
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camera: mainCamera,
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type: 'dynamic',
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name: 'MainDynamicCamera',
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update: this.updateDynamicCamera, // Assign its update function
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});
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// --- Static Camera 1: Left Aisle View ---
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const staticCam1 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam1.position.set(-5, 3, -13);
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staticCam1.lookAt(0, 2, -18); // Look at the stage
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this.cameras.push({
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camera: staticCam1,
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type: 'static',
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name: 'LeftAisleCam'
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});
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// --- Static Camera 2: Right Aisle View ---
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const staticCam2 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam2.position.set(5, 4, -12);
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staticCam2.lookAt(0, 1.5, -18); // Look at the stage
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this.cameras.push({
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camera: staticCam2,
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type: 'static',
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name: 'RightAisleCam'
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});
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// --- Static Camera 3: Far-Back view ---
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const staticCam3 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam3.position.set(0, 3, 12);
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staticCam3.lookAt(0, 1.5, -20); // Look at the stage
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this.cameras.push({
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camera: staticCam3,
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type: 'static',
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name: 'BackCam'
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});
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// --- Static Camera 3: Back view ---
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const staticCam4 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
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staticCam4.position.set(0, 4, 0);
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staticCam4.lookAt(0, 1.5, -20); // Look at the stage
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this.cameras.push({
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camera: staticCam4,
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type: 'static',
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name: 'BackCam'
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});
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// --- Add Debug Helpers ---
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if (state.debugCamera) {
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this.cameras.forEach(camData => {
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const helper = new THREE.CameraHelper(camData.camera);
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state.scene.add(helper);
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});
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}
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this.lastSwitchTime = state.clock.getElapsedTime();
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this.switchCamera(4);
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}
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// This is the logic moved from animate.js
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updateDynamicCamera() {
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const globalTime = Date.now() * 0.0001;
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const lookAtTime = Date.now() * 0.0002;
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const baseX = 0, baseY = 3.6, baseZ = -5.0;
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const camAmplitude = new THREE.Vector3(1.0, 1.0, 6.0);
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const baseTargetX = 0, baseTargetY = 1.6, baseTargetZ = -30.0;
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const lookAmplitude = 8.0;
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude.x;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude.y;
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const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude.z;
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state.camera.position.x = baseX + camOffsetX;
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state.camera.position.y = baseY + camOffsetY;
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state.camera.position.z = baseZ + camOffsetZ;
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
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const lookOffsetZ = Math.cos(lookAtTime * 2.5) * lookAmplitude;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude * 0.5;
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state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ + lookOffsetZ);
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}
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switchCamera(index) {
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if (index >= this.cameras.length || index < 0) return;
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this.activeCameraIndex = index;
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const newCam = this.cameras[this.activeCameraIndex].camera;
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// Copy properties from the new camera to the main state camera
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state.camera.position.copy(newCam.position);
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state.camera.rotation.copy(newCam.rotation);
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state.camera.fov = newCam.fov;
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state.camera.aspect = newCam.aspect;
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state.camera.near = newCam.near;
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state.camera.far = newCam.far;
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state.camera.updateProjectionMatrix();
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}
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update(deltaTime) {
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const time = state.clock.getElapsedTime();
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// Handle camera switching
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if (time > this.lastSwitchTime + this.switchInterval) {
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const newIndex = Math.floor(Math.random() * this.cameras.length);
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this.switchCamera(newIndex);
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this.lastSwitchTime = time;
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this.switchInterval = minSwitchInterval + Math.random() * (maxSwitchInterval - minSwitchInterval);
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}
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// Update the currently active camera if it has an update function
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const activeCamData = this.cameras[this.activeCameraIndex];
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if (activeCamData.update) {
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activeCamData.update();
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}
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}
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}
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new CameraManager();
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@ -2,7 +2,6 @@ import * as THREE from 'three';
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import { state } from '../state.js';
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import { SceneFeature } from './SceneFeature.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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import { applyVibrancyToMaterial } from '../shaders/vibrant-billboard-shader.js';
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const dancerTextureUrls = [
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'/textures/dancer1.png',
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];
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@ -52,15 +51,13 @@ export class Dancers extends SceneFeature {
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// Configure texture for a 2x2 sprite sheet
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processedTexture.repeat.set(0.5, 0.5);
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const material = new THREE.MeshStandardMaterial({
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return new THREE.MeshStandardMaterial({
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map: processedTexture,
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side: THREE.DoubleSide,
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alphaTest: 0.5,
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roughness: 0.7,
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metalness: 0.1,
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});
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applyVibrancyToMaterial(material, processedTexture);
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return material;
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}));
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const createDancers = () => {
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@ -172,8 +169,7 @@ export class Dancers extends SceneFeature {
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mesh.position.y = dancerObj.baseY;
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}
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} else {
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const musicTime = state.clock.getElapsedTime();
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if (state.music && state.music.beatIntensity > 0.8 && Math.random() < 0.2 && musicTime > 10) {
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if (state.music && state.music.beatIntensity > 0.8 && Math.random() < 0.2) {
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dancerObj.isJumping = true;
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dancerObj.jumpStartTime = time;
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}
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@ -17,14 +17,14 @@ export class LightBall extends SceneFeature {
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init() {
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// --- Ball Properties ---
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const ballRadius = 0.2;
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const ballRadius = 0.4;
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const lightIntensity = 5.0;
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const lightColors = [0xff2222, 0x11ff11, 0x2222ff, 0xffff11, 0x00ffff, 0xff00ff]; // Red, Green, Blue, Yellow
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const lightColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0x00ffff, 0xff00ff]; // Red, Green, Blue, Yellow
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lightColors.forEach(color => {
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// --- Create the Ball ---
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const ballGeometry = new THREE.SphereGeometry(ballRadius, 32, 32);
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const ballMaterial = new THREE.MeshBasicMaterial({ color: color, emissive: color, emissiveIntensity: 1.2 });
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const ballMaterial = new THREE.MeshBasicMaterial({ color: color, emissive: color, emissiveIntensity: 1.0 });
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const ball = new THREE.Mesh(ballGeometry, ballMaterial);
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ball.castShadow = false;
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ball.receiveShadow = false;
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@ -40,7 +40,7 @@ export class LightBall extends SceneFeature {
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);
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light.position.copy(ball.position);
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//state.scene.add(ball);
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state.scene.add(ball);
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state.scene.add(light);
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this.lightBalls.push({
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@ -2,7 +2,6 @@ import * as THREE from 'three';
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import { state } from '../state.js';
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import { SceneFeature } from './SceneFeature.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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import { applyVibrancyToMaterial } from '../shaders/vibrant-billboard-shader.js';
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const musicianTextureUrls = [
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'/textures/musician1.png',
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'/textures/musician2.png',
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@ -43,7 +42,7 @@ export class MedievalMusicians extends SceneFeature {
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// 3. Process the entire canvas to make background transparent
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const imageData = context.getImageData(0, 0, canvas.width, canvas.height);
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const data = imageData.data;
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const threshold = 25; // Adjust this for more/less color tolerance
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const threshold = 20; // Adjust this for more/less color tolerance
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for (let i = 0; i < data.length; i += 4) {
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const r = data[i];
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@ -65,16 +64,13 @@ export class MedievalMusicians extends SceneFeature {
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const materials = await Promise.all(musicianTextureUrls.map(async (url) => {
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const texture = await state.loader.loadAsync(url);
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const processedTexture = processTexture(texture);
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const material = new THREE.MeshStandardMaterial({
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return new THREE.MeshStandardMaterial({
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map: processedTexture,
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side: THREE.DoubleSide,
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alphaTest: 0.5, // Treat pixels with alpha < 0.5 as fully transparent
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roughness: 0.7,
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metalness: 0.1,
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});
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applyVibrancyToMaterial(material, processedTexture);
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return material;
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}));
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const createMusicians = () => {
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@ -243,8 +239,7 @@ export class MedievalMusicians extends SceneFeature {
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}
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} else {
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let currentJumpChance = jumpChance * deltaTime; // Base chance over time
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const musicTime = state.clock.getElapsedTime();
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if (state.music && state.music.beatIntensity > 0.8 && musicTime > 15) {
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if (state.music && state.music.beatIntensity > 0.8) {
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currentJumpChance = 0.1; // High, fixed chance on the beat
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}
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@ -69,7 +69,7 @@ export class PartyGuests extends SceneFeature {
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const pos = new THREE.Vector3(
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(Math.random() - 0.5) * 10,
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guestHeight / 2,
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(Math.random() * 20) - 2 // Position them in the main hall
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(Math.random() * 20) - 6 // Position them in the main hall
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);
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guest.position.copy(pos);
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state.scene.add(guest);
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@ -99,7 +99,7 @@ export class PartyGuests extends SceneFeature {
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const time = state.clock.getElapsedTime();
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const moveSpeed = 1.0; // Move slower
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const movementArea = { x: 10, z: 30, y: 0, centerZ: 2 };
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const movementArea = { x: 10, z: 30, y: 0, centerZ: 5 };
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const jumpChance = 0.05; // Jump way more
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const jumpDuration = 0.5;
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const jumpHeight = 0.1;
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@ -59,18 +59,6 @@ export class Pews extends SceneFeature {
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rightSupport.position.set(pewLength / 2, supportHeight / 2, -supportDepth / 2 + 0.1);
|
||||
pewGroup.add(leftSupport, rightSupport);
|
||||
|
||||
// Add a simple "baked" shadow plane underneath
|
||||
const shadowGeo = new THREE.PlaneGeometry(pewLength, supportDepth);
|
||||
const shadowMaterial = new THREE.MeshBasicMaterial({
|
||||
color: 0x000000,
|
||||
transparent: true,
|
||||
opacity: 0.3
|
||||
});
|
||||
const shadowMesh = new THREE.Mesh(shadowGeo, shadowMaterial);
|
||||
shadowMesh.rotation.x = -Math.PI / 2;
|
||||
shadowMesh.position.y = 0.01; // Place it just above the floor to prevent z-fighting
|
||||
pewGroup.add(shadowMesh);
|
||||
|
||||
pewGroup.traverse(child => {
|
||||
if (child.isMesh) {
|
||||
child.castShadow = true;
|
||||
|
||||
@ -3,7 +3,6 @@ import { state } from '../state.js';
|
||||
import floorTextureUrl from '/textures/stone_floor.png';
|
||||
import sceneFeatureManager from './SceneFeatureManager.js';
|
||||
// Scene Features registered here:
|
||||
import { CameraManager } from './camera-manager.js';
|
||||
import { RoomWalls } from './room-walls.js';
|
||||
import { LightBall } from './light-ball.js';
|
||||
import { Pews } from './pews.js';
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@ -15,7 +14,7 @@ import { Dancers } from './dancers.js';
|
||||
import { MusicVisualizer } from './music-visualizer.js';
|
||||
import { RoseWindowLight } from './rose-window-light.js';
|
||||
import { RoseWindowLightshafts } from './rose-window-lightshafts.js';
|
||||
import { StainedGlass } from './stained-glass-window.js';
|
||||
|
||||
// Scene Features ^^^
|
||||
|
||||
// --- Scene Modeling Function ---
|
||||
|
||||
@ -1,22 +0,0 @@
|
||||
import * as THREE from 'three';
|
||||
|
||||
export function applyVibrancyToMaterial(material, texture) {
|
||||
// Inject custom shader code to boost vibrancy
|
||||
material.onBeforeCompile = (shader) => {
|
||||
// Pass the texture map to the fragment shader
|
||||
shader.uniforms.vibrancyMap = { value: texture };
|
||||
|
||||
shader.fragmentShader = 'uniform sampler2D vibrancyMap;\n' + shader.fragmentShader;
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
'#include <dithering_fragment>',
|
||||
`
|
||||
#include <dithering_fragment>
|
||||
// Get the pure texture color
|
||||
vec4 texColor = texture2D(vibrancyMap, vMapUv);
|
||||
// Mix the final lit color with the pure texture color to keep it vibrant
|
||||
float vibrancy = 0.3; // 0.0 = full lighting, 1.0 = full texture color
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb, texColor.rgb, vibrancy) + texColor.rgb * 0.2;
|
||||
`
|
||||
);
|
||||
};
|
||||
}
|
||||
@ -9,8 +9,6 @@ export function initState() {
|
||||
camera: null,
|
||||
renderer: null,
|
||||
clock: new THREE.Clock(),
|
||||
composer: null,
|
||||
ssaoPass: null,
|
||||
tvScreen: null,
|
||||
tvScreenPowered: false,
|
||||
videoTexture: null,
|
||||
@ -38,8 +36,7 @@ export function initState() {
|
||||
screenIntensityPulse: 0.2,
|
||||
roomSize: 5,
|
||||
roomHeight: 3,
|
||||
debugLight: false, // Turn on light helpers
|
||||
debugCamera: false, // Turn on camera helpers
|
||||
debugLight: false,
|
||||
|
||||
// DOM Elements
|
||||
container: document.body,
|
||||
|
||||
Loading…
Reference in New Issue
Block a user