Doodle3D-Slicer/three.js-master/examples/webgl_postprocessing_glitch.html
2015-06-12 15:58:26 +02:00

144 lines
3.4 KiB
HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - digital glitch</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
div {
position: absolute;
z-index: 10;
color: #fff;
font-family: monospace;
text-align: center;
margin: 10px;
width: 100%;
}
label, input {
cursor: pointer;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/DigitalGlitch.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/GlitchPass.js"></script>
<div>
<label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
</div>
<script>
var camera, scene, renderer, composer;
var object, light;
var glitchPass;
init();
animate();
function updateOptions() {
var wildGlitch = document.getElementById('wildGlitch');
glitchPass.goWild=wildGlitch.checked;
}
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
for ( var i = 0; i < 100; i ++ ) {
material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), shading: THREE.FlatShading } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
glitchPass = new THREE.GlitchPass();
glitchPass.renderToScreen = true;
composer.addPass( glitchPass );
//
window.addEventListener( 'resize', onWindowResize, false );
updateOptions();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
composer.render();
//renderer.render(scene, camera);
}
</script>
</body>
</html>