supermedium brand colors

This commit is contained in:
Diego F. Goberna
2018-12-06 22:17:21 +01:00
committed by Diego Marcos
parent 6d78a80525
commit 09685d7bd8
24 changed files with 2812 additions and 2674 deletions

View File

@@ -23,22 +23,22 @@ AFRAME.registerComponent('beams', {
},
play: function () {
// Material.
const materialOptions = {
color: 0xaa3333,
map: new THREE.TextureLoader().load('assets/img/beam.png'),
transparent: true,
blending: THREE.AdditiveBlending
};
const redMaterial = new THREE.MeshBasicMaterial(materialOptions);
materialOptions.color = 0x4444cc;
const blueMaterial = new THREE.MeshBasicMaterial(materialOptions);
this.texture = materialOptions.map;
// Beam pools.
const geometry = new THREE.PlaneBufferGeometry(0.4, 50).translate(0, 25, 0);
this.redBeams = this.createBeamPool(geometry, redMaterial);
this.blueBeams = this.createBeamPool(geometry, blueMaterial);
//const geometry = new THREE.PlaneBufferGeometry(0.4, 50).translate(0, 25, 0);
var objData;
var loader;
var redGeometry, blueGeometry;
var loader = new THREE.OBJLoader();
objData = document.getElementById('redbeamObj').data;
redGeometry = loader.parse(objData).children[0].geometry;
objData = document.getElementById('bluebeamObj').data;
blueGeometry = loader.parse(objData).children[0].geometry;
this.redBeams = this.createBeamPool(redGeometry, this.el.sceneEl.systems.materials.stageAdditive);
this.blueBeams = this.createBeamPool(blueGeometry, this.el.sceneEl.systems.materials.stageAdditive);
},
/**

View File

@@ -292,9 +292,8 @@ AFRAME.registerComponent('beat-loader', {
case 3:
this.stageColors.setColor('rightlaser', event._value);
break;
case 400:
case 4:
this.stageColors.setColor('floor', event._value);
this.stageColors.setColor('stageNeon', event._value);
break;
case 8:
this.twister.components.twister.pulse(event._value);

View File

@@ -258,7 +258,7 @@ AFRAME.registerComponent('beat', {
roughness: 0.10,
sphericalEnvMap: '#envmapTexture',
emissive: this.materialColor[this.data.color],
emissiveIntensity: 0.27,
emissiveIntensity: 0.17,
color: this.materialColor[this.data.color]
});
this.setObjModelFromTemplate(blockEl, this.models[this.data.type]);
@@ -372,7 +372,7 @@ AFRAME.registerComponent('beat', {
roughness: 0.12,
sphericalEnvMap: '#envmapTexture',
emissive: this.materialColor[this.data.color],
emissiveIntensity: 0.27,
emissiveIntensity: 0.17,
color: this.materialColor[this.data.color],
side: 'double'
});
@@ -391,7 +391,7 @@ AFRAME.registerComponent('beat', {
roughness: 0.12,
sphericalEnvMap: '#envmapTexture',
emissive: this.materialColor[this.data.color],
emissiveIntensity: 0.27,
emissiveIntensity: 0.17,
color: this.materialColor[this.data.color],
side: 'double'
});

View File

@@ -7,7 +7,8 @@ AFRAME.registerSystem('materials', {
init: function () {
this.stageNormal = new THREE.ShaderMaterial({
uniforms: {
color: {value: new THREE.Color(COLORS.BG_BLUE)},
skyColor: {value: new THREE.Color(COLORS.SKY_BLUE)},
backglowColor: {value: new THREE.Color(COLORS.BG_BLUE)},
src: {value: new THREE.TextureLoader().load(document.getElementById('atlasImg').src)},
},
vertexShader: stageNormalShaders.vertexShader,
@@ -18,8 +19,8 @@ AFRAME.registerSystem('materials', {
this.stageAdditive = new THREE.ShaderMaterial({
uniforms: {
tunnelNeon: {value: new THREE.Color(COLORS.NEON_BLUE)},
floorNeon: {value: new THREE.Color(COLORS.NEON_BLUE)},
tunnelNeon: {value: new THREE.Color(COLORS.NEON_RED)},
floorNeon: {value: new THREE.Color(COLORS.NEON_RED)},
leftLaser: {value: new THREE.Color(COLORS.NEON_BLUE)},
rightLaser: {value: new THREE.Color(COLORS.NEON_BLUE)},
textGlow: {value: new THREE.Color(COLORS.TEXT_OFF)},

View File

@@ -23,6 +23,10 @@ AFRAME.registerComponent('stage-colors', {
resetColors: function () {
this.updateColors('blue');
this.el.emit('bgcolorblue', null, false);
this.el.emit('tunnelcolorred', null, false);
this.el.emit('floorcolorred', null, false);
this.el.emit('leftlasercolorblue', null, false);
this.el.emit('rightlasercolorblue', null, false);
},
updateColors: function (color) {

View File

@@ -1,3 +1,8 @@
const COLORS = require('../constants/colors.js');
const WALL_COLOR = new THREE.Color(COLORS.NEON_RED);
const WALL_BG = new THREE.Color(COLORS.SKY_RED);
AFRAME.registerShader('wallShader', {
schema: {
@@ -63,7 +68,8 @@ AFRAME.registerShader('wallShader', {
return mix(c, f, luvw.z);
}
#define WALL_COLOR vec3(${WALL_COLOR.r}, ${WALL_COLOR.g}, ${WALL_COLOR.b})
#define WALL_BG vec3(${WALL_BG.r}, ${WALL_BG.g}, ${WALL_BG.b})
void main() {
vec2 uv1 = uvs.xy-0.5;
@@ -93,7 +99,10 @@ AFRAME.registerShader('wallShader', {
w *= 0.9;
bg *= 0.5;
vec3 col = vec3(r * 0.8 + w, w + 0.05, w + 0.08);
vec3 COL = WALL_COLOR;
vec3 BG = WALL_BG * 0.1;
vec3 col = vec3(r * COL.r + w + BG.r, r * COL.g + w + BG.g, r * COL.b + w + BG.b);
vec3 hit;
hit = drawCircle(worldPos, hitRight, 0.04, 0.05, vec3(1.0, 0.4, 0.4));