new glow in beat symbols

This commit is contained in:
Diego F. Goberna
2018-12-03 17:54:04 +01:00
committed by Diego Marcos
parent fd240e86ab
commit 39d36ccc3e
14 changed files with 118 additions and 68 deletions

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# Blender v2.79 (sub 0) OBJ File: 'arrow.blend'
# www.blender.org
v -0.141207 0.007874 0.148353
v 0.141207 0.007874 0.148353
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vt 0.876020 0.124107
vt 0.906528 0.250005
vt 0.876020 0.250005
vt 0.906528 0.124107
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f 2/1 3/2 1/3
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# Blender v2.79 (sub 0) OBJ File: 'arrow.blend'
# www.blender.org
v -0.141207 0.007874 0.148353
v 0.141207 0.007874 0.148353
v -0.141207 0.143124 0.148353
v 0.141207 0.143124 0.148353
vt 0.876020 -0.000707
vt 0.906528 0.125190
vt 0.876020 0.125190
vt 0.906528 -0.000707
s off
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@@ -1,51 +0,0 @@
# Blender v2.79 (sub 0) OBJ File: 'cube.blend'
# www.blender.org
o dot
v 0.000000 0.044271 0.148510
v -0.011944 0.042630 0.148510
v -0.023003 0.037826 0.148510
v -0.032355 0.030218 0.148510
v -0.039308 0.020368 0.148510
v -0.043345 0.009007 0.148510
v -0.044168 -0.003021 0.148510
v -0.041715 -0.014826 0.148510
v -0.036168 -0.025530 0.148510
v -0.027939 -0.034342 0.148510
v -0.017638 -0.040606 0.148510
v -0.006028 -0.043859 0.148510
v 0.006028 -0.043859 0.148510
v 0.017638 -0.040606 0.148510
v 0.027939 -0.034342 0.148510
v 0.036168 -0.025530 0.148510
v 0.041715 -0.014826 0.148510
v 0.044168 -0.003021 0.148510
v 0.043345 0.009007 0.148510
v 0.039308 0.020368 0.148510
v 0.032355 0.030217 0.148510
v 0.023003 0.037826 0.148510
v 0.011944 0.042630 0.148510
v -0.000000 -0.000000 0.148510
s off
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assets/models/dotblue.obj Normal file
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# Blender v2.79 (sub 0) OBJ File: 'arrow.blend'
# www.blender.org
v -0.113797 -0.089483 0.148353
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assets/models/dotred.obj Normal file
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# Blender v2.79 (sub 0) OBJ File: 'arrow.blend'
# www.blender.org
v -0.113797 -0.089483 0.148353
v 0.114781 -0.089483 0.148353
v 0.114781 0.089968 0.148353
v -0.113797 0.089968 0.148353
vt 0.907505 0.026157
vt 0.936174 0.098326
vt 0.907505 0.098326
vt 0.936174 0.026157
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@@ -0,0 +1,25 @@
module.exports = {
vertexShader : `
varying vec2 uvs;
varying vec3 worldPos;
void main() {
uvs.xy = uv.xy;
vec4 p = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
worldPos = (modelMatrix * vec4( position, 1.0 )).xyz;
gl_Position = p;
}
`,
fragmentShader: `
varying vec2 uvs;
varying vec3 worldPos;
uniform vec3 redColor;
uniform vec3 blueColor;
uniform sampler2D src;
void main() {
vec4 col = texture2D(src, uvs);
gl_FragColor = col;
}
`
};

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@@ -15,7 +15,8 @@ module.exports = {
#define FOG_FALLOFF 45.0
varying vec2 uvs;
varying vec3 worldPos;
uniform vec3 color;
uniform vec3 redColor;
uniform vec3 blueColor;
uniform vec3 fogColor;
uniform sampler2D src;

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@@ -1,7 +1,9 @@
<a-asset-item id="arrowObj" src="assets/models/arrow.obj"></a-asset-item>
<a-asset-item id="arrowredObj" src="assets/models/arrowred.obj"></a-asset-item>
<a-asset-item id="arrowblueObj" src="assets/models/arrowblue.obj"></a-asset-item>
<a-asset-item id="dotredObj" src="assets/models/dotred.obj"></a-asset-item>
<a-asset-item id="dotblueObj" src="assets/models/dotblue.obj"></a-asset-item>
<a-asset-item id="backglowObj" src="assets/models/backglow.obj"></a-asset-item>
<a-asset-item id="beatObj" src="assets/models/beat.obj"></a-asset-item>
<a-asset-item id="dotObj" src="assets/models/dot.obj"></a-asset-item>
<a-asset-item id="logofrontObj" src="assets/models/logofront.obj"></a-asset-item>
<a-asset-item id="logobackObj" src="assets/models/logoback.obj"></a-asset-item>
<a-asset-item id="logofrontUObj" src="assets/models/logofront-u.obj"></a-asset-item>

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@@ -6,7 +6,6 @@ const BEAT_WARMUP_ROTATION_CHANGE = Math.PI / 5;
const BEAT_WARMUP_ROTATION_OFFSET = 0.4;
const BEAT_WARMUP_ROTATION_TIME = 750;
const ONCE = {once: true};
const SIGN_MATERIAL = {shader: 'flat', color: '#88f'};
const SCORE_POOL = {
OK : 'pool__beatscoreok',
@@ -50,8 +49,10 @@ AFRAME.registerComponent('beat', {
},
signModels: {
arrow: 'arrowObjTemplate',
dot: 'dotObjTemplate'
arrowred: 'arrowRedObjTemplate',
arrowblue: 'arrowBlueObjTemplate',
dotred: 'dotRedObjTemplate',
dotblue: 'dotBlueObjTemplate'
},
orientations: [180, 0, 270, 90, 225, 135, 315, 45, 0],
@@ -273,8 +274,8 @@ AFRAME.registerComponent('beat', {
}, ONCE);
}
} else {
signEl.setAttribute('material', SIGN_MATERIAL);
this.setObjModelFromTemplate(signEl, this.signModels[this.data.type]);
signEl.setAttribute('materials', {name: 'stageAdditive'});
this.setObjModelFromTemplate(signEl, this.signModels[this.data.type + this.data.color]);
}
},
@@ -628,6 +629,7 @@ AFRAME.registerComponent('beat', {
returnToPool: function (force) {
if (!this.backToPool && !force) { return; }
console.log('returning ' + this.poolName + ' to pool');
this.el.sceneEl.components[this.poolName].returnEntity(this.el);
},

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@@ -1,4 +1,5 @@
const stageShaders = require('../../assets/shaders/stage.js')
const stageNormalShaders = require('../../assets/shaders/stageNormal.js')
const stageAdditiveShaders = require('../../assets/shaders/stageAdditive.js')
AFRAME.registerSystem('materials', {
init: function () {
@@ -8,15 +9,29 @@ AFRAME.registerSystem('materials', {
this.stageNormal = new THREE.ShaderMaterial({
uniforms: {
color: {value: new THREE.Vector3(0, 0, 0) },
redColor: {value: new THREE.Vector3(1, 0, 0) },
blueColor: {value: new THREE.Vector3(0, 0, 1) },
fogColor: {value: new THREE.Vector3(0, 0.48, 0.72) },
src: {value: new THREE.TextureLoader().load(document.getElementById('atlasImg').src)},
},
vertexShader: stageShaders.vertexShader,
fragmentShader: stageShaders.fragmentShader,
vertexShader: stageNormalShaders.vertexShader,
fragmentShader: stageNormalShaders.fragmentShader,
fog: false,
transparent: true
});
this.stageAdditive = new THREE.ShaderMaterial({
uniforms: {
redColor: {value: new THREE.Vector3(1, 0, 0) },
blueColor: {value: new THREE.Vector3(0, 0, 1) },
src: {value: new THREE.TextureLoader().load(document.getElementById('atlasImg').src)},
},
vertexShader: stageAdditiveShaders.vertexShader,
fragmentShader: stageAdditiveShaders.fragmentShader,
fog: false,
blending: THREE.AdditiveBlending,
transparent: true
});
}
});
@@ -27,6 +42,7 @@ AFRAME.registerComponent('materials', {
},
update: function () {
if (this.data.name === "") return;
var mesh;
var material = this.system[this.data.name];
if (!material) {
@@ -42,10 +58,11 @@ AFRAME.registerComponent('materials', {
}
},
applyMaterial: function (obj, material) {
applyMaterial: function (obj) {
var material = this.system[this.data.name];
if (obj['detail']) { obj = obj.detail.model; }
if (this.data.recursive) {
obj.detail.model.traverse(o => {
obj.traverse(o => {
if (o.type === 'Mesh') {
o.material = material;
}

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@@ -60,9 +60,11 @@
{% include './assets.html' %}
</a-assets>
<a-entity id="arrowObjTemplate" obj-model="obj: #arrowObj" visible="false"></a-entity>
<a-entity id="beatObjTemplate" obj-model="obj: #beatObj" visible="false"></a-entity>
<a-entity id="dotObjTemplate" obj-model="obj: #dotObj" visible="false"></a-entity>
<a-entity id="arrowRedObjTemplate" obj-model="obj: #arrowredObj" visible="false"></a-entity>
<a-entity id="arrowBlueObjTemplate" obj-model="obj: #arrowblueObj" visible="false"></a-entity>
<a-entity id="dotRedObjTemplate" obj-model="obj: #dotredObj" visible="false"></a-entity>
<a-entity id="dotBlueObjTemplate" obj-model="obj: #dotblueObj" visible="false"></a-entity>
<a-entity id="mineObjTemplate" obj-model="obj: #mineObj" visible="false"></a-entity>
<a-entity id="cursorLaser" obj-model="obj: #laserObj" visible="false"></a-entity>

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@@ -92,7 +92,7 @@
<a-entity
id="stageadditiveobj"
obj-model="obj: #stageAdditiveObj"
material="shader: flat; color: #f00; src: #atlasImg; transparent: true; blending: additive; depthWrite: false; fog: false"></a-entity>
materials="name: stageAdditive"></a-entity>
<!-- Lasers left. -->