wall-saber intersection painted on wall shader
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@@ -3,18 +3,20 @@ AFRAME.registerShader('wall-shader', {
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schema: {
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iTime: {type: 'time', is: 'uniform'},
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tex: {type: 'map', is: 'uniform'},
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env: {type: 'map', is: 'uniform'}
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env: {type: 'map', is: 'uniform'},
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hitRight: {type: 'vec3', is: 'uniform', default: {x: 0, y: 1, z: 0}},
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hitLeft: {type: 'vec3', is: 'uniform', default: {x: 0, y: 0, z: 0}}
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},
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vertexShader: `
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varying vec2 uvs;
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varying vec3 nrml;
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varying vec3 pos;
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varying vec3 worldPos;
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void main() {
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uvs.xy = uv.xy;
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nrml.xyz = normal.xyz;
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vec4 p = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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pos = position;
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worldPos = (modelMatrix * vec4( position, 1.0 )).xyz;
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gl_Position = p;
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}
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`,
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@@ -23,10 +25,12 @@ AFRAME.registerShader('wall-shader', {
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// based on https://www.shadertoy.com/view/ldlXRS
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varying vec2 uvs;
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varying vec3 nrml;
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varying vec3 pos;
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varying vec3 worldPos;
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uniform float iTime;
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uniform sampler2D tex;
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uniform sampler2D env;
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uniform vec3 hitRight;
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uniform vec3 hitLeft;
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#define time iTime/1000.0*0.15
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#define tau 6.2831853
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@@ -56,6 +60,10 @@ AFRAME.registerShader('wall-shader', {
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return fbm(p*makem2(time*0.2));
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}
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vec3 drawCircle(vec3 p, vec3 center, float radius, float edgeWidth, vec3 color) {
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return color*(1.0-smoothstep(radius, radius+edgeWidth, length(p-center)));
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}
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void main() {
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vec2 p = uvs.xy-0.5;// / iResolution.xy-0.5;
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@@ -74,15 +82,18 @@ AFRAME.registerShader('wall-shader', {
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col += smoothstep(0.48, 0.495, abs(pp.x));
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col += smoothstep(0.48, 0.495, abs(pp.y));
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col += drawCircle(worldPos, hitRight, 0.04, 0.05, vec3(1.0, 0.4, 0.4));
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col += drawCircle(worldPos, hitRight, 0.02, 0.005, vec3(1.0, 1.0, 1.0));
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col += drawCircle(worldPos, hitLeft, 0.04, 0.05, vec3(1.0, 0.4, 0.4));
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col += drawCircle(worldPos, hitLeft, 0.02, 0.005, vec3(1.0, 1.0, 1.0));
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//gl_FragColor = vec4(col, 1.0);
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// add environment reflection
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vec3 worldNormal = normalize( ( vec4( nrml + col, 0.0 ) * viewMatrix ).xyz );
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vec3 reflectVec = normalize(reflect(normalize(pos - cameraPosition), worldNormal));
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vec3 reflectVec = normalize(reflect(normalize(worldPos - cameraPosition), normalize(nrml + col)));
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vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
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gl_FragColor = vec4(texture2D(env, reflectView.xy * 0.5 + 0.5).xyz + col, 1.0);
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gl_FragColor = vec4(texture2D(env, reflectView.xy * 0.5 + 0.5).xyz * 0.05 + col, 0.9 + col.x);
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}
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`
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});
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@@ -8,21 +8,63 @@ AFRAME.registerComponent('wall', {
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init: function () {
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this.maxZ = 10;
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this.saberHit = {
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'rightHand': {
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active: false,
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position: null,
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raycaster: document.getElementById('rightHand').components['raycaster__game']
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},
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'leftHand': {
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active: false,
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position: null,
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raycaster: document.getElementById('leftHand').components['raycaster__game']
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}
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};
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this.intersecting = false;
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},
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pause: function () {
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this.el.object3D.visible = false;
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this.el.removeAttribute('data-collidable-head');
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this.el.removeAttribute('raycastable-game');
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this.el.removeEventListener('mouseenter', this.saberEnter);
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this.el.removeEventListener('mouseleave', this.saberLeave);
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},
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play: function () {
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this.el.object3D.visible = true;
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this.el.setAttribute('data-collidable-head', '');
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this.el.setAttribute('raycastable-game', '');
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this.el.addEventListener('mouseenter', this.saberEnter.bind(this));
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this.el.addEventListener('mouseleave', this.saberLeave.bind(this));
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this.material = this.el.object3D.children[0].material;
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},
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saberEnter: function (evt) {
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this.saberHit[evt.detail.cursorEl.id].active = true;
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this.intersecting = true;
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},
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saberLeave: function (evt) {
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const hand = evt.detail.cursorEl.id;
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this.saberHit[hand].active = false;
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this.material.uniforms[hand == 'rightHand' ? 'hitRight' : 'hitLeft'].value = {x: 999, y: 0, z: 0};
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this.intersecting = this.saberHit['rightHand'].active || this.saberHit['leftHand'].active;
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},
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tock: function (time, delta) {
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if (this.intersecting) {
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var int;
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if (this.saberHit['rightHand'].active) {
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int = this.saberHit['rightHand'].raycaster.getIntersection(this.el);
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if (int) { this.material.uniforms.hitRight.value = int.point; }
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}
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if (this.saberHit['leftHand'].active) {
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int = this.saberHit['leftHand'].raycaster.getIntersection(this.el);
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if (int) { this.material.uniforms.hitLeft.value = int.point; }
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}
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}
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this.el.object3D.position.z += this.data.speed * (delta / 1000);
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if (this.el.object3D.position.z > this.maxZ) {
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this.returnToPool();
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