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function Transition( sceneA, sceneB ) { | |
this.scene = new THREE.Scene(); | |
this.cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 ); | |
this.textures = []; | |
var loader = new THREE.TextureLoader(); | |
for ( var i = 0; i < 6; i ++ ) | |
this.textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' ); | |
this.quadmaterial = new THREE.ShaderMaterial( { | |
uniforms: { | |
tDiffuse1: { | |
value: null | |
}, | |
tDiffuse2: { | |
value: null | |
}, | |
mixRatio: { | |
value: 0.0 | |
}, | |
threshold: { | |
value: 0.1 | |
}, | |
useTexture: { | |
value: 1 | |
}, | |
tMixTexture: { | |
value: this.textures[ 0 ] | |
} | |
}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
"vUv = vec2( uv.x, uv.y );", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"uniform float mixRatio;", | |
"uniform sampler2D tDiffuse1;", | |
"uniform sampler2D tDiffuse2;", | |
"uniform sampler2D tMixTexture;", | |
"uniform int useTexture;", | |
"uniform float threshold;", | |
"varying vec2 vUv;", | |
"void main() {", | |
" vec4 texel1 = texture2D( tDiffuse1, vUv );", | |
" vec4 texel2 = texture2D( tDiffuse2, vUv );", | |
" if (useTexture==1) {", | |
" vec4 transitionTexel = texture2D( tMixTexture, vUv );", | |
" float r = mixRatio * (1.0 + threshold * 2.0) - threshold;", | |
" float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);", | |
" gl_FragColor = mix( texel1, texel2, mixf );", | |
" } else {", | |
" gl_FragColor = mix( texel2, texel1, mixRatio );", | |
" }", | |
"}" | |
].join( "\n" ) | |
} ); | |
var quadgeometry = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ); | |
this.quad = new THREE.Mesh( quadgeometry, this.quadmaterial ); | |
this.scene.add( this.quad ); | |
// Link both scenes and their FBOs | |
this.sceneA = sceneA; | |
this.sceneB = sceneB; | |
this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo.texture; | |
this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo.texture; | |
this.needChange = false; | |
this.setTextureThreshold = function ( value ) { | |
this.quadmaterial.uniforms.threshold.value = value; | |
}; | |
this.useTexture = function ( value ) { | |
this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0; | |
}; | |
this.setTexture = function ( i ) { | |
this.quadmaterial.uniforms.tMixTexture.value = this.textures[ i ]; | |
}; | |
this.render = function ( delta ) { | |
// Transition animation | |
if ( transitionParams.animateTransition ) { | |
var t = ( 1 + Math.sin( transitionParams.transitionSpeed * clock.getElapsedTime() / Math.PI ) ) / 2; | |
transitionParams.transition = THREE.Math.smoothstep( t, 0.3, 0.7 ); | |
// Change the current alpha texture after each transition | |
if ( transitionParams.loopTexture && ( transitionParams.transition == 0 || transitionParams.transition == 1 ) ) { | |
if ( this.needChange ) { | |
transitionParams.texture = ( transitionParams.texture + 1 ) % this.textures.length; | |
this.quadmaterial.uniforms.tMixTexture.value = this.textures[ transitionParams.texture ]; | |
this.needChange = false; | |
} | |
} else | |
this.needChange = true; | |
} | |
this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition; | |
// Prevent render both scenes when it's not necessary | |
if ( transitionParams.transition == 0 ) { | |
this.sceneB.render( delta, false ); | |
} else if ( transitionParams.transition == 1 ) { | |
this.sceneA.render( delta, false ); | |
} else { | |
// When 0<transition<1 render transition between two scenes | |
this.sceneA.render( delta, true ); | |
this.sceneB.render( delta, true ); | |
renderer.setRenderTarget( null ); | |
renderer.clear(); | |
renderer.render( this.scene, this.cameraOrtho ); | |
} | |
}; | |
} | |