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634 lines (507 loc) · 18.4 KB
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<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.3.0/css/all.min.css">
<title>File14 Studios</title>
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: white;
opacity: 0.5;
text-align: center;
font-weight: bold;
}
.scrolling-text {
white-space: nowrap;
animation: scroll 30s linear infinite;
color: black;
font-size: 50px;
font-weight: 1000;
font: bolder;
background-color: yellow;
z-index: 1;
opacity: 0.6;
width: max-content;
position: relative;
padding: 7px 7px;
}
#scrolling-container {
/* overflow: hidden; */
/* Hides any text that overflows the container */
position: fixed;
bottom: 35px;
left: 0;
width: 100%;
}
.banner {
position: absolute;
top: 0px;
left: 0px;
right: 0px;
display: flex;
justify-content: space-between;
align-items: center;
padding-right: 50px;
padding-left: 15px;
padding-top: 15px;
font-size: 30px;
}
.icon-container {
font-size: 50px;
z-index: 9999;
display: flex;
justify-content: space-between;
opacity: 0.3;
width: 150px;
}
.logo-container {
z-index: 9999;
opacity: 0.5;
max-width: 200px;
}
.logo-container>img {
width: 100%;
}
.icon-container i {
color: #ffffff;
}
.icon-container i:hover {
color: #c4c4c4;
}
@media screen and (max-width: 900px) {
.banner {
flex-direction: column;
padding: 0;
font-size: 20px;
}
#info {
order: 2;
}
.icon-container {
order: 1;
}
.scrolling-text {
font-size: 30px;
}
}
@keyframes scroll {
0% {
transform: translateX(0px);
/* Starts the text off the right side of the screen */
}
100% {
transform: translateX(-2529.12px);
/* Ends the text off the left side of the screen */
}
}
</style>
</head>
<body>
<div class="banner">
<div class="logo-container">
<img src="./File14WhiteonTransparentSMALL.png" alt="File14 Studios">
</div>
<div id="info">WEBSITE UNDER CONSTRUCTION</div>
<div class="icon-container">
<a href="https://twitter.com/File14Studios" target="_blank" rel="noreferrer"><i class="fab fa-twitter"></i></a>
<a href="https://discord.gg/pyqPBKks" target="_blank" rel="noreferrer"><i class="fab fa-discord"></i></a>
</div>
</div>
<div id="scrolling-container">
<div class="scrolling-text">
// FILE14 STUDIOS: A WEB3 DEVELOPMENT COMPANY // FILE14 STUDIOS: A WEB3 DEVELOPMENT COMPANY // FILE14
STUDIOS: A WEB3 DEVELOPMENT COMPANY // FILE14 STUDIOS: A WEB3 DEVELOPMENT COMPANY // FILE14 STUDIOS: A
WEB3 DEVELOPMENT COMPANY
// FILE14 STUDIOS: A WEB3 DEVELOPMENT COMPANY // FILE14 STUDIOS: A WEB3 DEVELOPMENT COMPANY // FILE14
STUDIOS: A WEB3 DEVELOPMENT COMPANY
</div>
</div>
<script src="js/three.js"></script>
<script src="js/GPGPU.js"></script>
<script src="js/GeometryUtils.js"></script>
<script src="js/gpgpu/SimulationShader.js"></script>
<script src="js/leap-0.6.4.min.js"></script>
<script src="js/leap-plugins-0.1.6.1.js"></script>
<script src="js/leap.rigged-hand-0.1.3.min.js"></script>
<script src="helvetiker_bold.typeface.js"></script>
<!-- WebGL 1 shaders -->
<script id="vs-particles" type="x-shader/x-vertex">
uniform sampler2D map;
uniform float width;
uniform float height;
uniform float pointSize;
varying vec2 vUv;
varying vec4 vPosition;
void main() {
vUv = position.xy + vec2( 0.5 / width, 0.5 / height );
vec3 color = texture2D( map, vUv ).rgb;
gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * vec4( color, 1.0 );
}
</script>
<script id="fs-particles" type="x-shader/x-fragment">
uniform sampler2D map;
varying vec2 vUv;
varying vec4 vPosition;
void main() {
float depth = smoothstep( 10.24, 1.0, gl_FragCoord.z / gl_FragCoord.w );
gl_FragColor = vec4(((vec3(1.0, 0.25, 0.0) + (texture2D(map, vUv).xyz * 0.25)) * 0.25), depth);
}
</script>
<!-- WebGL 2 shaders -->
<script id="vs-particles-2" type="x-shader/x-vertex">
uniform float pointSize;
varying vec3 vPosition;
void main() {
vPosition = position;
gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fs-particles-2" type="x-shader/x-fragment">
varying vec3 vPosition;
void main() {
float depth = smoothstep( 10.24, 1.0, gl_FragCoord.z / gl_FragCoord.w );
gl_FragColor = vec4(((vec3(1.0, 0.25, 0.0) + (vPosition * 0.25)) * 0.25), depth);
}
</script>
<script>
let mainText = (window.innerWidth > 1050) ? 'File14' : 'F14'
// If the viewport is wider than 1050px, show "File14"
// Otherwise, show just "14"
function getQueryString(name, defaultValue) {
var query = window.location.search.substring(1);
var vars = query.split("&");
for (var i = 0; i < vars.length; i++) {
var pair = vars[i].split("=");
if (pair[0] == name) {
return unescape(pair[1]);
}
}
return defaultValue;
}
function getQueryValue(name, defaultValue) {
var value = getQueryString(name, null);
if (value == null) {
return defaultValue;
}
return parseInt(value, 10);
}
var container, canvas, gl;
var scene, camera, light, renderer;
var geometry, geometry2, originGeometry, cube, mesh, material;
var roomMesh;
var data, texture, points;
var controls;
var fboParticles, rtTexturePos, rtTexturePos2, simulationShader;
var width = getQueryValue('width', 1024);
var height = getQueryValue('height', 1024);
var pointSize = getQueryValue('pointSize', 1);
var maxFingers = 42;
var fingers = [];
var fingertipSize = 0.18;
var handOffset = new THREE.Vector3(0, -2.5, 0.0);
var colliders = new Float32Array(maxFingers * 4);
var showColliders = false;
var leapController = new Leap.Controller();
var isWebGL2 = false;
/* function init() {
container = document.createElement('div');
document.body.appendChild(container);
canvas = document.createElement('canvas');
var tryGL2 = getQueryValue('webgl2', 1);
if (tryGL2) {
// Try creating a WebGL 2 context first
gl = canvas.getContext('webgl2', { antialias: false });
if (!gl) {
gl = canvas.getContext('experimental-webgl2', { antialias: false });
}
isWebGL2 = !!gl;
if (isWebGL2) {
console.log("I can haz flag, so WebGL 2 is yes!")
}
}
renderer = new THREE.WebGLRenderer({ canvas: canvas, context: gl });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
scene = new THREE.Scene(); */
function init() {
container = document.createElement('div');
document.body.appendChild(container);
canvas = document.createElement('canvas');
var tryGL2 = getQueryValue('webgl2', 1);
if (tryGL2) {
// Try creating a WebGL 2 context first
gl = canvas.getContext('webgl2', { antialias: false });
if (!gl) {
gl = canvas.getContext('experimental-webgl2', { antialias: false });
}
isWebGL2 = !!gl;
if (isWebGL2) {
console.log("I can haz flag, so WebGL 2 is yes!")
}
}
renderer = new THREE.WebGLRenderer({ canvas: canvas, context: gl });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
// Listen to the window resize event and call the onWindowResize function
window.addEventListener('resize', onWindowResize, false);
/* camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1024);
camera.position.y = 1.5;
camera.position.z = 4;
camera.lookAt(scene.position);
scene.add(camera); */
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1024);
camera.position.set(0, 0, 6); // set the distance to the scene
camera.lookAt(scene.position);
scene.add(camera);
showColliders = getQueryValue('colliders', 0) != 0;
var fingerMaterial = new THREE.MeshPhongMaterial({ color: 0x00000 });
var fingerGeometry = new THREE.IcosahedronGeometry(1, 2);
for (var i = 0; i < maxFingers; ++i) {
var finger = {
active: false,
mesh: new THREE.Mesh(fingerGeometry, fingerMaterial)
};
scene.add(finger.mesh);
fingers.push(finger);
}
light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.set(0, 100, 0);
scene.add(light);
var texture_placeholder;
texture_placeholder = document.createElement('canvas');
texture_placeholder.width = 128;
texture_placeholder.height = 128;
var context = texture_placeholder.getContext('2d');
context.fillStyle = 'black';
context.fillRect(0, 0, texture_placeholder.width, texture_placeholder.height);
var backImage = THREE.ImageUtils.loadTexture("media/Black.png");
backImage.image = texture_placeholder;
backImage.needsUpdate = true;
var ceilImage = THREE.ImageUtils.loadTexture("media/Black.png");
ceilImage.image = texture_placeholder;
ceilImage.needsUpdate = true;
var floorImage = THREE.ImageUtils.loadTexture("media/Black.png");
floorImage.image = texture_placeholder;
floorImage.needsUpdate = true;
var sideImage = THREE.ImageUtils.loadTexture("media/Black.png");
sideImage.image = texture_placeholder;
sideImage.needsUpdate = true;
var roomMaterialArray = [
new THREE.MeshBasicMaterial({ map: sideImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: sideImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: ceilImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: floorImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: backImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: backImage, side: THREE.BackSide })
];
var roomMaterial = new THREE.MeshFaceMaterial(roomMaterialArray);
var roomGeometry = new THREE.BoxGeometry(10.24, 4, 5.12);
roomMesh = new THREE.Mesh(roomGeometry, roomMaterial);
roomMesh.doubleSided = true;
scene.add(roomMesh);
//
if (!isWebGL2 && !renderer.context.getExtension('OES_texture_float')) {
alert('OES_texture_float is not :(');
}
// Start Creation of DataTexture
var textGeo = new THREE.TextGeometry(mainText, {
size: 1.0,
height: 0.2,
curveSegments: 0.0,
font: "helvetiker",
weight: "bold",
style: "normal",
});
textGeo.computeBoundingBox();
var bounds = textGeo.boundingBox;
/* var center = bounds.getCenter(new THREE.Vector3()); */
var screenWidth = window.innerWidth;
var screenHeight = window.innerHeight;
// Set the position of the text geometry to the center of the screen
textGeo.applyMatrix(new THREE.Matrix4().makeTranslation(
-(bounds.max.x - bounds.min.x) / 2, // center horizontally
-(bounds.max.y - bounds.min.y) / 2, // center vertically
0 // no z-translation needed
));
points = THREE.GeometryUtils.randomPointsInGeometry(textGeo, width * height);
data = new Float32Array(width * height * 4);
for (var i = 0, j = 0, l = data.length; i < l; i += 4, j += 1) {
data[i] = points[j].x;
data[i + 1] = points[j].y;
data[i + 2] = points[j].z;
data[i + 3] = 0.0;
}
if (isWebGL2) {
geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.BufferAttribute(data, 4));
geometry2 = geometry.clone();
material = new THREE.ShaderMaterial({
uniforms: {
"pointSize": { type: "f", value: pointSize }
},
vertexShader: document.getElementById('vs-particles-2').textContent,
fragmentShader: document.getElementById('fs-particles-2').textContent,
blending: THREE.AdditiveBlending,
depthWrite: false,
depthTest: true,
transparent: true
});
gpgpu = new GPGPU2(renderer);
simulationShader = new GPGPU.SimulationShader2(renderer, maxFingers);
simulationShader.setOriginData(data);
} else {
texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat, THREE.FloatType);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
// zz85 - fbo init
rtTexturePos = new THREE.WebGLRenderTarget(width, height, {
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType,
stencilBuffer: false
});
rtTexturePos2 = rtTexturePos.clone();
gpgpu = new GPGPU(renderer);
simulationShader = new GPGPU.SimulationShader(maxFingers);
simulationShader.setOriginsTexture(texture);
geometry = new THREE.Geometry();
for (var i = 0, l = width * height; i < l; i++) {
var vertex = new THREE.Vector3();
vertex.x = (i % width) / width;
vertex.y = Math.floor(i / width) / height;
geometry.vertices.push(vertex);
}
material = new THREE.ShaderMaterial({
uniforms: {
"map": { type: "t", value: rtTexturePos },
"width": { type: "f", value: width },
"height": { type: "f", value: height },
"pointSize": { type: "f", value: pointSize }
},
vertexShader: document.getElementById('vs-particles').textContent,
fragmentShader: document.getElementById('fs-particles').textContent,
blending: THREE.AdditiveBlending,
depthWrite: false,
depthTest: true,
transparent: true
});
}
mesh = new THREE.PointCloud(geometry, material);
scene.add(mesh);
simulationShader.setColliders(colliders);
leapController
.use('handHold', {})
.use('handEntry', {})
.use('riggedHand', {
parent: scene,
camera: camera,
scale: 0.2,
offset: handOffset,
materialOptions: {
opacity: showColliders ? 0.5 : 1.0
}
})
.connect();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize, false);
function fingerToCollider(i, size) {
var finger = fingers[i];
var o = i * 4;
if (finger.active) {
colliders[o] = finger.mesh.position.x;
colliders[o + 1] = finger.mesh.position.y;
colliders[o + 2] = finger.mesh.position.z;
colliders[o + 3] = size ? size : fingertipSize;
} else {
colliders[o + 3] = -1;
}
}
function fingerFromBone(bone, fi, size) {
if (fi >= fingers.length) return;
if (!size) { size = fingertipSize; }
bone.updateMatrixWorld();
fingers[fi].active = true;
fingers[fi].mesh.visible = showColliders;
fingers[fi].mesh.position.setFromMatrixPosition(bone.matrixWorld);
fingers[fi].mesh.scale.set(size, size, size);
fingerToCollider(fi, size);
}
function updateHands() {
var frame = leapController.frame();
var fi = 0;
if (frame.hands) {
for (var i = 0; i < frame.hands.length; ++i) {
var hand = frame.hands[i];
var handMesh = hand.data('riggedHand.mesh');
fingerFromBone(handMesh, fi++, fingertipSize * 2.0);
for (var j = 0; j < handMesh.fingers.length; ++j) {
var meshFinger = handMesh.fingers[j];
fingerFromBone(meshFinger.tip, fi++, fingertipSize * 0.8);
fingerFromBone(meshFinger.dip, fi++, fingertipSize * 0.9);
fingerFromBone(meshFinger.pip, fi++);
fingerFromBone(meshFinger, fi++, fingertipSize * 1.1);
}
}
}
for (; fi < fingers.length; ++fi) {
fingers[fi].active = false;
fingers[fi].mesh.visible = false;
fingerToCollider(fi);
}
}
var timer = 0;
var count = 0;
function render() {
requestAnimationFrame(render);
updateHands();
timer += 0.002;
simulationShader.setTimer(timer);
// Ugly hack to make the particle mesh always draw last
scene.remove(mesh); scene.add(mesh);
if (isWebGL2) {
if (count % 2 === 0) {
gpgpu.pass(simulationShader, geometry2, geometry);
mesh.geometry = geometry2;
} else {
gpgpu.pass(simulationShader, geometry, geometry2);
mesh.geometry = geometry;
}
} else {
if (count % 2 === 0) {
gpgpu.pass(simulationShader.setPositionsTexture(rtTexturePos), rtTexturePos2);
material.uniforms.map.value = rtTexturePos;
} else {
gpgpu.pass(simulationShader.setPositionsTexture(rtTexturePos2), rtTexturePos);
material.uniforms.map.value = rtTexturePos2;
}
}
count++;
renderer.render(scene, camera);
}
init();
render();
</script>
</body>
</html>