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three.ts
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three.ts
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/// <reference path="../../typings/phaser/phaser.d.ts" />
/// <reference path="../../typings/threejs/three.d.ts" />
/// <reference path="../../typings/threejs/three-effectcomposer.d.ts" />
/// <reference path="../../typings/threejs/three-shaderpass.d.ts" />
/// <reference path="../../typings/threejs/three-renderpass.d.ts" />
/// <reference path="phaser.ts" />
module U {
export module Three {
var renderer: THREE.WebGLRenderer;
var baseTexture: PIXI.BaseTexture;
var camera: THREE.Camera;
var composer: THREE.EffectComposer;
export var scene: THREE.Scene;
export function init() {
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(game.width, game.height);
var canvas: HTMLCanvasElement = renderer.domElement;
baseTexture = new PIXI.BaseTexture(canvas, PIXI.scaleModes.DEFAULT);
var texture = new PIXI.Texture(baseTexture);
var textureFrame = new Phaser.Frame(
0, 0, 0, game.width, game.height,
'texture', game.rnd.uuid().toString());
var sprite = game.add.sprite(0, 0, texture, textureFrame);
sprite.fixedToCamera = true;
var fov = 45;
camera = new THREE.PerspectiveCamera
(fov, game.width / game.height, 1, 10000);
var dist = game.height / 2 / Math.tan(Math.PI * fov / 360);
camera.position.z = dist;
camera.lookAt(new THREE.Vector3(0, 0, 0));
renderer.shadowMapCullFace = THREE.CullFaceBack;
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFShadowMap;
scene = new THREE.Scene();
var ambientlight = new THREE.AmbientLight(0x444444);
scene.add(ambientlight);
addDirectionalLight(-game.width * 0.6, game.height * 0.6,
game.width * 0.6, 0xffffff, 0.5);
var renderTargetParameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: false
};
var effectSave = new (<any>THREE).SavePass(new THREE.WebGLRenderTarget(
game.width, game.height, renderTargetParameters));
var effectBlend = new THREE.ShaderPass
((<any>THREE).BlendShader, "tDiffuse1");
effectBlend.uniforms['tDiffuse2'].value = effectSave.renderTarget;
effectBlend.uniforms['mixRatio'].value = 0.65;
var toScreen = new THREE.ShaderPass(THREE.CopyShader);
toScreen.renderToScreen = true;
composer = new THREE.EffectComposer(renderer);
composer.addPass(new THREE.RenderPass(scene, camera));
composer.addPass(effectBlend);
composer.addPass(effectSave);
composer.addPass(toScreen);
}
export function addDirectionalLight(x, y, z, color, darkness) {
var light = new THREE.DirectionalLight(color);
light.position.set(x, y, z);
light.castShadow = true;
light.shadowDarkness = darkness;
light.shadowCameraRight = game.width * 0.8;
light.shadowCameraLeft = -game.width * 0.8;
light.shadowCameraTop = game.height * 0.8;
light.shadowCameraBottom = -game.height * 0.8;
scene.add(light);
}
export function render() {
composer.render();
(<any>game.renderer).updateTexture(baseTexture);
}
}
export interface HasGeometry {
geometry: THREE.Geometry | THREE.BufferGeometry;
}
export module Geometry {
export function setSingleSquare(size: number) {
return (obj) => {
obj.geometry = new THREE.PlaneBufferGeometry(size, size);
}
}
export function addSquare(size: number, x: number, y: number) {
return (obj) => {
var square = new THREE.PlaneGeometry(size, size);
square.applyMatrix(new THREE.Matrix4().makeTranslation(x, -y, 0));
if (!obj.geometry) {
obj.geometry = square;
} else {
obj.geometry.merge(square);
}
}
}
export function setMaterialIndex(faceIndex: number, materialIndex: number) {
return (obj: HasGeometry) => {
(<any>obj.geometry).faces[faceIndex * 2].materialIndex =
materialIndex;
(<any>obj.geometry).faces[faceIndex * 2 + 1].materialIndex =
materialIndex;
}
}
}
export interface HasMaterial {
material: THREE.Material;
}
export module Material {
export function set(color: number) {
return (obj) => {
obj.material = new THREE.MeshLambertMaterial({ color: color });
}
}
export function setFromMeshFaceMaterial(obj) {
obj.material = new THREE.MeshFaceMaterial(obj.materials);
}
}
export module GeomertyMaterial {
export function addSquares(size: number, squares: string[], colors: number[]) {
return U.addSquaresWithFunc
(size, squares, colors, Geometry.addSquare, Geometry.setSingleSquare);
}
}
export function addSquaresWithFunc
(size: number, squares: string[], colors: number[],
addSqFunc: Function, addSingleSqFunc: Function) {
return (obj) => {
var width = squares[0].length;
var height = squares.length;
if (width == 1 && height == 1) {
Material.set(colors[0])(obj);
addSingleSqFunc(size * 0.9)(obj);
return;
}
MeshFaceMaterial.set(obj);
_.forEach(colors, (c) => {
MeshFaceMaterial.add(c)(obj);
});
Material.setFromMeshFaceMaterial(obj);
var i = 0;
_.times(height, (y) => {
var sy = (y - (height - 1) / 2) * size;
_.times(width, (x) => {
var sx = (x - (width - 1) / 2) * size;
var s = squares[y].charCodeAt(x) - '0'.charCodeAt(0);
if (s > 0) {
chain([
addSqFunc(size * 0.9, sx, sy),
Geometry.setMaterialIndex(i, s - 1)
], obj);
i++;
}
});
});
}
}
export interface HasMeshFaceMaterial {
materials: THREE.Material[];
}
export module MeshFaceMaterial {
export function set(obj) {
obj.materials = new Array<THREE.Material>();
}
export function add(color: number) {
return (obj: HasMeshFaceMaterial) => {
obj.materials.push(new THREE.MeshLambertMaterial({ color: color }));
}
}
}
export interface HasMesh {
mesh: THREE.Mesh;
}
export module Mesh {
export function set(obj) {
obj.mesh = new THREE.Mesh(obj.geometry, obj.material);
obj.mesh.castShadow = true;
if (obj.hasOwnProperty('position')) {
PositionMesh.update(obj);
}
Three.scene.add(obj.mesh);
}
export function setReceiveShadow(obj: HasMesh) {
obj.mesh.castShadow = false;
obj.mesh.receiveShadow = true;
}
export function setZ(z: number) {
return (obj: HasMesh) => {
obj.mesh.position.z = z;
}
}
export function remove(obj: HasMesh) {
Three.scene.remove(obj.mesh);
}
}
export interface HasPositionMesh extends HasPosition, HasMesh { }
export module PositionMesh {
export function update(obj: HasPositionMesh) {
obj.mesh.position.x = (obj.position.x - game.width / 2);
obj.mesh.position.y = -(obj.position.y - game.height / 2);
}
}
}