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					394 lines
				
				11 KiB
			
		
		
			
		
	
	
					394 lines
				
				11 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - tiled forward lighting</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> - Tiled forward lighting<br/>
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											Created by <a href="https://github.com/wizgrav" target="_blank" rel="noopener">wizgrav</a>.
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
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											import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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											// Simple form of tiled forward lighting
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											// using texels as bitmasks of 32 lights
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											const RADIUS = 75;
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											THREE.ShaderChunk[ 'lights_pars_begin' ] += [
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												'',
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												'#if defined TILED_FORWARD',
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												'uniform vec4 tileData;',
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												'uniform sampler2D tileTexture;',
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												'uniform sampler2D lightTexture;',
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												'#endif'
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											].join( '\n' );
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											THREE.ShaderChunk[ 'lights_fragment_end' ] += [
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												'',
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												'#if defined TILED_FORWARD',
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												'vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;',
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												'vec4 tile = texture2D(tileTexture, tUv);',
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												'for (int i=0; i < 4; i++) {',
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												'	float tileVal = tile.x * 255.;',
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												'  	tile.xyzw = tile.yzwx;',
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												'	if(tileVal == 0.){ continue; }',
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												'  	float tileDiv = 128.;',
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												'	for (int j=0; j < 8; j++) {',
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												'  		if (tileVal < tileDiv) {  tileDiv *= 0.5; continue; }',
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												'		tileVal -= tileDiv;',
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												'		tileDiv *= 0.5;',
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												'  		PointLight pointlight;',
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												'		float uvx = (float(8 * i + j) + 0.5) / 32.;',
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												'  		vec4 lightData = texture2D(lightTexture, vec2(uvx, 0.));',
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												'  		vec4 lightColor = texture2D(lightTexture, vec2(uvx, 1.));',
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												'  		pointlight.position = lightData.xyz;',
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												'  		pointlight.distance = lightData.w;',
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												'  		pointlight.color = lightColor.rgb;',
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												'  		pointlight.decay = lightColor.a;',
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												'  		getPointLightInfo( pointlight, geometry, directLight );',
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												'		RE_Direct( directLight, geometry, material, reflectedLight );',
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												'	}',
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												'}',
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												'#endif'
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											].join( '\n' );
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											const lights = [];
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											const State = {
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												rows: 0,
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												cols: 0,
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												width: 0,
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												height: 0,
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												tileData: { value: null },
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												tileTexture: { value: null },
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												lightTexture: {
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													value: new THREE.DataTexture( new Float32Array( 32 * 2 * 4 ), 32, 2, THREE.RGBAFormat, THREE.FloatType )
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												},
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											};
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											function resizeTiles() {
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												const width = window.innerWidth;
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												const height = window.innerHeight;
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												State.width = width;
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												State.height = height;
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												State.cols = Math.ceil( width / 32 );
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												State.rows = Math.ceil( height / 32 );
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												State.tileData.value = [ width, height, 0.5 / Math.ceil( width / 32 ), 0.5 / Math.ceil( height / 32 ) ];
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												State.tileTexture.value = new THREE.DataTexture( new Uint8Array( State.cols * State.rows * 4 ), State.cols, State.rows );
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											}
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											// Generate the light bitmasks and store them in the tile texture
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											function tileLights( renderer, scene, camera ) {
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												if ( ! camera.projectionMatrix ) return;
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												const d = State.tileTexture.value.image.data;
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												const ld = State.lightTexture.value.image.data;
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												const viewMatrix = camera.matrixWorldInverse;
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												d.fill( 0 );
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												const vector = new THREE.Vector3();
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												lights.forEach( function ( light, index ) {
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													vector.setFromMatrixPosition( light.matrixWorld );
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													const bs = lightBounds( camera, vector, light._light.radius );
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													vector.applyMatrix4( viewMatrix );
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													vector.toArray( ld, 4 * index );
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													ld[ 4 * index + 3 ] = light._light.radius;
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													light._light.color.toArray( ld, 32 * 4 + 4 * index );
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													ld[ 32 * 4 + 4 * index + 3 ] = light._light.decay;
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													if ( bs[ 1 ] < 0 || bs[ 0 ] > State.width || bs[ 3 ] < 0 || bs[ 2 ] > State.height ) return;
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													if ( bs[ 0 ] < 0 ) bs[ 0 ] = 0;
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													if ( bs[ 1 ] > State.width ) bs[ 1 ] = State.width;
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													if ( bs[ 2 ] < 0 ) bs[ 2 ] = 0;
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													if ( bs[ 3 ] > State.height ) bs[ 3 ] = State.height;
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													const i4 = Math.floor( index / 8 ), i8 = 7 - ( index % 8 );
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													for ( let i = Math.floor( bs[ 2 ] / 32 ); i <= Math.ceil( bs[ 3 ] / 32 ); i ++ ) {
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														for ( let j = Math.floor( bs[ 0 ] / 32 ); j <= Math.ceil( bs[ 1 ] / 32 ); j ++ ) {
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															d[ ( State.cols * i + j ) * 4 + i4 ] |= 1 << i8;
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														}
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													}
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												} );
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												State.tileTexture.value.needsUpdate = true;
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												State.lightTexture.value.needsUpdate = true;
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											}
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											// Screen rectangle bounds from light sphere's world AABB
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											const lightBounds = function () {
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												const v = new THREE.Vector3();
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												return function ( camera, pos, r ) {
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													let minX = State.width, maxX = 0, minY = State.height, maxY = 0;
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													const hw = State.width / 2, hh = State.height / 2;
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													for ( let i = 0; i < 8; i ++ ) {
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														v.copy( pos );
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														v.x += i & 1 ? r : - r;
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														v.y += i & 2 ? r : - r;
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														v.z += i & 4 ? r : - r;
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														const vector = v.project( camera );
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														const x = ( vector.x * hw ) + hw;
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														const y = ( vector.y * hh ) + hh;
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														minX = Math.min( minX, x );
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														maxX = Math.max( maxX, x );
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														minY = Math.min( minY, y );
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														maxY = Math.max( maxY, y );
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													}
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													return [ minX, maxX, minY, maxY ];
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												};
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											}();
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											// Rendering
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											const container = document.createElement( 'div' );
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											document.body.appendChild( container );
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											const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
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											camera.position.set( 0.0, 0.0, 240.0 );
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											const scene = new THREE.Scene();
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											scene.background = new THREE.Color( 0x111111 );
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											const renderer = new THREE.WebGLRenderer();
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											renderer.toneMapping = THREE.NoToneMapping;
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											container.appendChild( renderer.domElement );
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											const renderTarget = new THREE.WebGLRenderTarget();
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											scene.add( new THREE.AmbientLight( 0xffffff, 0.33 ) );
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											// At least one regular Pointlight is needed to activate light support
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											scene.add( new THREE.PointLight( 0xff0000, 0.1, 0.1 ) );
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											const bloom = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 0.8, 0.6, 0.8 );
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											bloom.renderToScreen = true;
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											const stats = new Stats();
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											container.appendChild( stats.dom );
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											const controls = new OrbitControls( camera, renderer.domElement );
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											controls.minDistance = 120;
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											controls.maxDistance = 320;
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											const materials = [];
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											const Heads = [
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												{ type: 'physical', uniforms: { 'diffuse': 0x888888, 'metalness': 1.0, 'roughness': 0.66 }, defines: {} },
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												{ type: 'standard', uniforms: { 'diffuse': 0x666666, 'metalness': 0.1, 'roughness': 0.33 }, defines: {} },
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												{ type: 'phong', uniforms: { 'diffuse': 0x777777, 'shininess': 20 }, defines: {} },
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												{ type: 'phong', uniforms: { 'diffuse': 0x555555, 'shininess': 10 }, defines: { TOON: 1 } }
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											];
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											function init( geom ) {
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												const sphereGeom = new THREE.SphereGeometry( 0.5, 32, 32 );
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												const tIndex = Math.round( Math.random() * 3 );
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												Object.keys( Heads ).forEach( function ( t, index ) {
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													const g = new THREE.Group();
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													const conf = Heads[ t ];
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													const ml = THREE.ShaderLib[ conf.type ];
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													const mtl = new THREE.ShaderMaterial( {
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														lights: true,
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														fragmentShader: ml.fragmentShader,
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														vertexShader: ml.vertexShader,
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														uniforms: THREE.UniformsUtils.clone( ml.uniforms ),
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														defines: conf.defines,
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														transparent: tIndex === index ? true : false,
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													} );
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													mtl.extensions.derivatives = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													mtl.uniforms[ 'opacity' ].value = tIndex === index ? 0.9 : 1;
							 | 
						||
| 
								 | 
							
													mtl.uniforms[ 'tileData' ] = State.tileData;
							 | 
						||
| 
								 | 
							
													mtl.uniforms[ 'tileTexture' ] = State.tileTexture;
							 | 
						||
| 
								 | 
							
													mtl.uniforms[ 'lightTexture' ] = State.lightTexture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( const u in conf.uniforms ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const vu = conf.uniforms[ u ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( mtl.uniforms[ u ].value.set ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															mtl.uniforms[ u ].value.set( vu );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															mtl.uniforms[ u ].value = vu;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													mtl.defines[ 'TILED_FORWARD' ] = 1;
							 | 
						||
| 
								 | 
							
													materials.push( mtl );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const obj = new THREE.Mesh( geom, mtl );
							 | 
						||
| 
								 | 
							
													obj.position.y = - 37;
							 | 
						||
| 
								 | 
							
													mtl.side = tIndex === index ? THREE.FrontSide : THREE.DoubleSide;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													g.rotation.y = index * Math.PI / 2;
							 | 
						||
| 
								 | 
							
													g.position.x = Math.sin( index * Math.PI / 2 ) * RADIUS;
							 | 
						||
| 
								 | 
							
													g.position.z = Math.cos( index * Math.PI / 2 ) * RADIUS;
							 | 
						||
| 
								 | 
							
													g.add( obj );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let i = 0; i < 8; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const color = new THREE.Color().setHSL( Math.random(), 1.0, 0.5 );
							 | 
						||
| 
								 | 
							
														const l = new THREE.Group();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														l.add( new THREE.Mesh(
							 | 
						||
| 
								 | 
							
															sphereGeom,
							 | 
						||
| 
								 | 
							
															new THREE.MeshBasicMaterial( {
							 | 
						||
| 
								 | 
							
																color: color
							 | 
						||
| 
								 | 
							
															} )
							 | 
						||
| 
								 | 
							
														) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														l.add( new THREE.Mesh(
							 | 
						||
| 
								 | 
							
															sphereGeom,
							 | 
						||
| 
								 | 
							
															new THREE.MeshBasicMaterial( {
							 | 
						||
| 
								 | 
							
																color: color,
							 | 
						||
| 
								 | 
							
																transparent: true,
							 | 
						||
| 
								 | 
							
																opacity: 0.033
							 | 
						||
| 
								 | 
							
															} )
							 | 
						||
| 
								 | 
							
														) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														l.children[ 1 ].scale.set( 6.66, 6.66, 6.66 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														l._light = {
							 | 
						||
| 
								 | 
							
															color: color,
							 | 
						||
| 
								 | 
							
															radius: RADIUS,
							 | 
						||
| 
								 | 
							
															decay: 1,
							 | 
						||
| 
								 | 
							
															sy: Math.random(),
							 | 
						||
| 
								 | 
							
															sr: Math.random(),
							 | 
						||
| 
								 | 
							
															sc: Math.random(),
							 | 
						||
| 
								 | 
							
															py: Math.random() * Math.PI,
							 | 
						||
| 
								 | 
							
															pr: Math.random() * Math.PI,
							 | 
						||
| 
								 | 
							
															pc: Math.random() * Math.PI,
							 | 
						||
| 
								 | 
							
															dir: Math.random() > 0.5 ? 1 : - 1
							 | 
						||
| 
								 | 
							
														};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														lights.push( l );
							 | 
						||
| 
								 | 
							
														g.add( l );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													scene.add( g );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function update( now ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												lights.forEach( function ( l ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const ld = l._light;
							 | 
						||
| 
								 | 
							
													const radius = 0.8 + 0.2 * Math.sin( ld.pr + ( 0.6 + 0.3 * ld.sr ) * now );
							 | 
						||
| 
								 | 
							
													l.position.x = ( Math.sin( ld.pc + ( 0.8 + 0.2 * ld.sc ) * now * ld.dir ) ) * radius * RADIUS;
							 | 
						||
| 
								 | 
							
													l.position.z = ( Math.cos( ld.pc + ( 0.8 + 0.2 * ld.sc ) * now * ld.dir ) ) * radius * RADIUS;
							 | 
						||
| 
								 | 
							
													l.position.y = Math.sin( ld.py + ( 0.8 + 0.2 * ld.sy ) * now ) * radius * 32;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setPixelRatio( window.devicePixelRatio );
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
												renderTarget.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
												bloom.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
												resizeTiles();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function postEffect( renderer ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												bloom.render( renderer, null, renderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scene.onBeforeRender = tileLights;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scene.onAfterRender = postEffect;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const loader = new OBJLoader();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											loader.load( 'models/obj/walt/WaltHead.obj', function ( object ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const geometry = object.children[ 0 ].geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												window.addEventListener( 'resize', onWindowResize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												init( geometry );
							 | 
						||
| 
								 | 
							
												onWindowResize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setAnimationLoop( function ( time ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													update( time / 1000 );
							 | 
						||
| 
								 | 
							
													stats.begin();
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( renderTarget );
							 | 
						||
| 
								 | 
							
													renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
													stats.end();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |