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now actually adding the example...

Sneha Belkhale 7 years ago
parent
commit
9f27c72632
1 changed files with 511 additions and 0 deletions
  1. 511 0
      examples/webgl_curvature_estimation.html

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examples/webgl_curvature_estimation.html

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+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - shader - curvature [heart]</title>
+		<div class="label" style="position: absolute;left: 22%;bottom: 10%;">Raw curvature values</div>
+		<div class="label" style="position: absolute;left: 71%;bottom: 10%;">Curvature driving specular + texture </div>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				color: #ffffff;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+				font-weight: bold;
+
+				background-color: #000000;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+
+			a {
+
+				color: #ffffff;
+			}
+
+			#oldie a { color:#da0 }
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div>
+		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - curvature estimation of a geometry by <a href="http://codercat.club" target="_blank" rel="noopener">CoderCat</a></div>
+
+		<script src="../build/three.js"></script>
+		<script src="js/Detector.js"></script>
+
+		<script src="js/controls/OrbitControls.js"></script>
+		<script src="js/loaders/OBJLoader.js"></script>
+		<script src="js/libs/dat.gui.min.js"></script>
+
+		<script id="vertexShader" type="x-shader/x-vertex">
+
+		attribute float curvature;
+
+		varying vec3 vPos;
+		varying vec3 vNormal;
+		varying vec3 vViewPosition;
+		varying float vCurvature;
+		varying vec2 vUv;
+
+		uniform sampler2D tex;
+
+		void main() {
+
+			vec3 p = position;
+			vPos = p;
+			vec4 modelViewPosition = modelViewMatrix * vec4( p , 1.0 );
+			vViewPosition = -modelViewPosition.xyz;
+			gl_Position = projectionMatrix * modelViewPosition;
+			vNormal = normalMatrix * normal;
+			vCurvature = curvature;
+			vUv = uv;
+
+		}
+
+		</script>
+
+		<script id="fragmentShaderRaw" type="x-shader/x-fragment">
+
+		varying vec3 vNormal;
+		varying vec3 vViewPosition;
+		varying float vCurvature;
+
+		void main() {
+				gl_FragColor = vec4( vCurvature * 2.0, 0.0, 0.0, 0.0 );
+		}
+
+		</script>
+
+		<script id="fragmentShader" type="x-shader/x-fragment">
+
+		varying vec3 vPos;
+		varying vec3 vNormal;
+		varying vec3 vViewPosition;
+		varying float vCurvature;
+		varying vec2 vUv;
+
+		vec4 permute( vec4 x ){ return mod((( x * 34.0 ) + 1.0 ) * x, 289.0); }
+		vec4 taylorInvSqrt( vec4 r ){ return 1.79284291400159 - 0.85373472095314 * r; }
+		vec3 fade( vec3 t ) { return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); }
+
+		float cnoise( vec3 P ){
+		  vec3 Pi0 = floor( P ); // Integer part for indexing
+		  vec3 Pi1 = Pi0 + vec3( 1.0 ); // Integer part + 1
+		  Pi0 = mod( Pi0, 289.0 );
+		  Pi1 = mod( Pi1, 289.0 );
+		  vec3 Pf0 = fract( P ); // Fractional part for interpolation
+		  vec3 Pf1 = Pf0 - vec3( 1.0 ); // Fractional part - 1.0
+		  vec4 ix = vec4( Pi0.x, Pi1.x, Pi0.x, Pi1.x );
+		  vec4 iy = vec4( Pi0.yy, Pi1.yy );
+		  vec4 iz0 = Pi0.zzzz;
+		  vec4 iz1 = Pi1.zzzz;
+
+		  vec4 ixy = permute( permute( ix ) + iy );
+		  vec4 ixy0 = permute( ixy + iz0 );
+		  vec4 ixy1 = permute( ixy + iz1 );
+
+		  vec4 gx0 = ixy0 / 7.0;
+		  vec4 gy0 = fract( floor( gx0 ) / 7.0 ) - 0.5;
+		  gx0 = fract( gx0 );
+		  vec4 gz0 = vec4( 0.5 ) - abs( gx0 ) - abs( gy0 );
+		  vec4 sz0 = step( gz0, vec4( 0.0 ));
+		  gx0 -= sz0 * ( step( 0.0, gx0 ) - 0.5 );
+		  gy0 -= sz0 * ( step( 0.0, gy0 ) - 0.5 );
+
+		  vec4 gx1 = ixy1 / 7.0;
+		  vec4 gy1 = fract( floor( gx1 ) / 7.0 ) - 0.5;
+		  gx1 = fract( gx1 );
+		  vec4 gz1 = vec4( 0.5 ) - abs( gx1 ) - abs( gy1 );
+		  vec4 sz1 = step( gz1, vec4( 0.0 ) );
+		  gx1 -= sz1 * ( step( 0.0, gx1 ) - 0.5 );
+		  gy1 -= sz1 * ( step( 0.0, gy1 ) - 0.5 );
+
+		  vec3 g000 = vec3( gx0.x, gy0.x, gz0.x );
+		  vec3 g100 = vec3( gx0.y, gy0.y, gz0.y );
+		  vec3 g010 = vec3( gx0.z, gy0.z, gz0.z );
+		  vec3 g110 = vec3( gx0.w, gy0.w, gz0.w );
+		  vec3 g001 = vec3( gx1.x, gy1.x, gz1.x );
+		  vec3 g101 = vec3( gx1.y, gy1.y, gz1.y );
+		  vec3 g011 = vec3( gx1.z, gy1.z, gz1.z );
+		  vec3 g111 = vec3( gx1.w, gy1.w, gz1.w );
+
+		  vec4 norm0 = taylorInvSqrt( vec4( dot( g000, g000 ), dot( g010, g010 ), dot( g100, g100 ), dot( g110, g110 ) ) );
+		  g000 *= norm0.x;
+		  g010 *= norm0.y;
+		  g100 *= norm0.z;
+		  g110 *= norm0.w;
+		  vec4 norm1 = taylorInvSqrt( vec4( dot( g001, g001 ), dot( g011, g011 ), dot( g101, g101 ), dot( g111, g111 ) ) );
+		  g001 *= norm1.x;
+		  g011 *= norm1.y;
+		  g101 *= norm1.z;
+		  g111 *= norm1.w;
+
+		  float n000 = dot( g000, Pf0 );
+		  float n100 = dot( g100, vec3( Pf1.x, Pf0.yz ) );
+		  float n010 = dot( g010, vec3( Pf0.x, Pf1.y, Pf0.z ) );
+		  float n110 = dot( g110, vec3( Pf1.xy, Pf0.z ) );
+		  float n001 = dot( g001, vec3( Pf0.xy, Pf1.z ) );
+		  float n101 = dot( g101, vec3( Pf1.x, Pf0.y, Pf1.z ) );
+		  float n011 = dot( g011, vec3( Pf0.x, Pf1.yz ) );
+		  float n111 = dot( g111, Pf1);
+
+		  vec3 fade_xyz = fade( Pf0 );
+		  vec4 n_z = mix( vec4( n000, n100, n010, n110 ), vec4( n001, n101, n011, n111 ), fade_xyz.z );
+		  vec2 n_yz = mix( n_z.xy, n_z.zw, fade_xyz.y );
+		  float n_xyz = mix( n_yz.x, n_yz.y, fade_xyz.x );
+		  return 2.2 * n_xyz;
+
+		}
+
+		void main() {
+			vec3 V = vViewPosition; //view vector
+			vec3 N = vNormal; //normal vector
+			vec3 L = vec3( 55.0, 55.0, 15.0 ); //imaginary light
+			vec3 R = reflect( -L, N ); //reflection from light
+
+			//specular coefficient
+			float spec = vCurvature * vCurvature * max( 0.0, dot( R, normalize( V ) ) / 5.0 );
+			vec4 specColor = vec4( 1.0, 1.0, 1.0, 1.0 );
+
+			//calculate noise coefficient
+			float x = cnoise( 10.0 * vPos );
+			vec4 diffuseColor = vec4(x, x, x, 1.0 );
+			diffuseColor.xyz = pow( vCurvature , 2.0 ) * diffuseColor.xyz;
+
+			gl_FragColor = spec * specColor + diffuseColor;
+
+		}
+
+		</script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var container;
+
+			var camera, scene, sceneLeft, renderer;
+
+			var heartMesh, curvatureAttribute;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+			init();
+			animate();
+
+			//returns average of elements in a dictionary
+			function average( dict ) {
+
+				var sum = 0;
+				var length = 0;
+
+				Object.keys( dict ).forEach( function( key ) {
+
+					sum += dict[ key ];
+					length ++;
+
+				});
+
+				return sum / length;
+
+			}
+
+			//clamp a number between min and max
+			function clamp( number, min, max ) {
+
+			  return Math.max( min, Math.min( number, max ) );
+
+			}
+
+			//filter the curvature array to only show concave values
+			function filterConcave( curvature ) {
+
+				for ( var i = 0; i < curvature.length; i++ ) {
+
+					curvature[ i ] = Math.abs( clamp( curvature[ i ], -1, 0 ) );
+
+				}
+
+			}
+
+			//filter the curvature array to only show convex values
+			function filterConvex( curvature ) {
+
+				for ( var i = 0; i < curvature.length; i++ ) {
+
+					curvature[ i ] = clamp( curvature[ i ], 0, 1 );
+
+				}
+
+			}
+
+			//filter the curvature array to show both the concave and convex values
+			function filterBoth( curvature ) {
+
+				for ( var i = 0; i < curvature.length; i++ ) {
+
+					curvature[ i ] = Math.abs( curvature[ i ] );
+
+				}
+
+			}
+
+			//initialize the scene
+			function init() {
+
+				sceneRight = new THREE.Scene();
+				sceneLeft = new THREE.Scene();
+
+				camera = new THREE.PerspectiveCamera( 75, windowHalfX / window.innerHeight, 0.1, 1000 );
+				camera.position.z = 9;
+				camera.position.x = 14;
+				camera.position.y =  4;
+
+				controls = new THREE.OrbitControls( camera );
+
+				renderer = new THREE.WebGLRenderer();
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.autoClear = false;
+
+				document.body.appendChild( renderer.domElement );
+
+				var loader = new THREE.OBJLoader();
+				//load the obj
+				loader.load( 'obj/heart/heart.obj', function ( object ) {
+					object.traverse( function ( child ) {
+						if ( child instanceof THREE.Mesh ) {
+
+							bufferGeo = child.geometry;
+							var dict= {};
+
+							for ( var i = 0; i < bufferGeo.attributes.position.count; i+=3 ) {
+								//create a dictionary of every position, and its neighboring positions
+								var array = bufferGeo.attributes.position.array;
+								var normArray = bufferGeo.attributes.normal.array;
+
+								var posA = new THREE.Vector3(array[ 3 * i ], array[ 3 * i + 1 ], array[ 3 * i + 2 ]);
+								var posB = new THREE.Vector3(array[ 3 * ( i + 1 ) ], array[ 3 * ( i + 1 ) + 1 ], array[ 3 * ( i + 1 ) + 2 ]);
+								var posC = new THREE.Vector3(array[ 3 * ( i + 2 ) ], array[ 3 * ( i + 2 ) + 1 ], array[ 3 * ( i + 2 ) + 2 ]);
+
+								var normA = new THREE.Vector3(normArray[ 3 * i ], normArray[ 3 * i + 1 ], normArray[ 3 * i + 2 ]).normalize();
+								var normB = new THREE.Vector3(normArray[ 3 * ( i + 1 ) ], normArray[ 3 * ( i + 1 ) + 1 ], normArray[ 3 * ( i + 1 ) + 2 ]).normalize();
+								var normC = new THREE.Vector3(normArray[ 3 * ( i + 2 ) ], normArray[ 3 * ( i + 2 ) + 1 ], normArray[ 3 * ( i + 2 ) + 2 ]).normalize();
+
+								var strA = posA.toArray().toString();
+								var strB = posB.toArray().toString();
+								var strC = posC.toArray().toString();
+
+								var posB_A = new THREE.Vector3().subVectors( posB, posA );
+								var posB_C = new THREE.Vector3().subVectors( posB, posC );
+								var posC_A = new THREE.Vector3().subVectors( posC, posA );
+
+								var normB_A = new THREE.Vector3().subVectors( normB, normA );
+								var normB_C = new THREE.Vector3().subVectors( normB, normC );
+								var normC_A = new THREE.Vector3().subVectors( normC, normA );
+
+								var b2a = normB.dot( posB_A.normalize()  );
+								var b2c = normB.dot( posB_C.normalize()  );
+								var c2a = normC.dot( posC_A.normalize()  );
+
+								var a2b = -normA.dot( posB_A.normalize()  );
+								var c2b = -normC.dot( posB_C.normalize()  );
+								var a2c = -normA.dot( posC_A.normalize()  );
+
+								if (dict[ strA ] === undefined ) {
+									dict[ strA ] = {};
+								}
+								if (dict[ strB ] === undefined ) {
+									dict[ strB ] = {};
+								}
+								if (dict[ strC ] === undefined ) {
+									dict[ strC ] = {};
+								}
+
+								dict[ strA ][ strB ] = a2b;
+								dict[ strA ][ strC ] = a2c;
+								dict[ strB ][ strA ] = b2a;
+								dict[ strB ][ strC ] = b2c;
+								dict[ strC ][ strA ] = c2a;
+								dict[ strC ][ strB ] = c2b;
+
+							}
+
+							curvatureDict = {};
+							var min = 10, max = 0;
+
+							Object.keys( dict ).forEach( function( key ) {
+
+    						curvatureDict[ key ] = average( dict[ key ] );
+
+							});
+
+							//smoothing
+							var smoothCurvatureDict  = Object.create(curvatureDict);
+
+							Object.keys( dict ).forEach( function( key ) {
+
+								var count = 0;
+								var sum = 0;
+								Object.keys( dict[ key ] ).forEach( function( key2 ) {
+
+									sum += smoothCurvatureDict[ key2 ];
+									count ++;
+
+								});
+								smoothCurvatureDict[key] = sum / count;
+
+							});
+
+							curvatureDict = smoothCurvatureDict;
+
+							// fit values to 0 and 1
+							Object.keys( curvatureDict ).forEach( function( key ) {
+
+								val = Math.abs( curvatureDict[ key ] );
+								if ( val < min ) min = val;
+								if ( val > max ) max = val;
+
+							});
+
+							var range = ( max - min );
+
+							Object.keys( curvatureDict ).forEach( function( key ) {
+
+								val = Math.abs( curvatureDict[ key ] );
+								if ( curvatureDict[ key ] < 0 ) {
+									curvatureDict[ key ] = (min - val) / range
+								} else {
+									curvatureDict[ key ] = (val - min) / range;
+								}
+
+							});
+
+							curvatureAttribute = new Float32Array( bufferGeo.attributes.position.count );
+
+							for ( var i = 0; i < bufferGeo.attributes.position.count; i++ ) {
+
+								array = bufferGeo.attributes.position.array;
+								var pos = new THREE.Vector3( array[ 3 * i ], array[ 3 * i + 1 ], array[ 3 * i + 2 ] );
+								var str = pos.toArray().toString();
+								curvatureAttribute[i] = curvatureDict[ str ];
+
+							}
+
+							bufferGeo.addAttribute( 'curvature', new THREE.BufferAttribute( curvatureAttribute, 1 ) );
+
+							//starting filter is to show both concave and convex
+							var curvatureFiltered = new Float32Array( curvatureAttribute );
+							filterBoth(curvatureFiltered);
+							bufferGeo.attributes.curvature.array = curvatureFiltered;
+
+
+							var material = new THREE.ShaderMaterial ({
+
+								vertexShader: document.getElementById( 'vertexShader' ).textContent,
+								fragmentShader: document.getElementById( 'fragmentShader' ).textContent
+
+							} );
+
+							heartMesh = new THREE.Mesh( bufferGeo, material );
+
+							var materialRaw = new THREE.ShaderMaterial ({
+
+								vertexShader: document.getElementById( 'vertexShader' ).textContent,
+								fragmentShader: document.getElementById( 'fragmentShaderRaw' ).textContent
+
+							} );
+
+							heartMeshRaw = new THREE.Mesh( bufferGeo, materialRaw );
+
+						}
+					} );
+					sceneRight.add( heartMesh );
+					sceneLeft.add( heartMeshRaw );
+
+				} );
+
+
+				//init GUI
+				var params = {
+					filterConvex: function () {
+
+						var curvatureFiltered = new Float32Array( curvatureAttribute );
+						filterConvex(curvatureFiltered);
+						heartMesh.geometry.attributes.curvature.array = curvatureFiltered;
+
+					},
+					filterConcave: function () {
+
+						var curvatureFiltered = new Float32Array( curvatureAttribute );
+						filterConcave(curvatureFiltered);
+						heartMesh.geometry.attributes.curvature.array = curvatureFiltered;
+
+					},
+					filterBoth: function () {
+
+						var curvatureFiltered = new Float32Array( curvatureAttribute );
+						filterBoth(curvatureFiltered);
+						heartMesh.geometry.attributes.curvature.array = curvatureFiltered;
+
+					}
+				};
+
+				var gui = new dat.GUI();
+
+				topologyFolder = gui.addFolder( 'Topology' );
+				topologyFolder.add( params, 'filterConvex' );
+				topologyFolder.add( params, 'filterConcave' );
+				topologyFolder.add( params, 'filterBoth' );
+				topologyFolder.open()
+
+				onWindowResize();
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize( event ) {
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				windowHalfX = window.innerWidth / 2;
+				camera.aspect = windowHalfX / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+			}
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+
+			}
+
+			function render() {
+
+				controls.update();
+				heartMesh.geometry.attributes.curvature.needsUpdate = true;
+
+				renderer.clear();
+				renderer.setViewport( windowHalfX, 0, windowHalfX, window.innerHeight );
+				renderer.render(sceneRight, camera);
+
+				renderer.clearDepth();
+				renderer.setViewport( 0, 0, windowHalfX, window.innerHeight );
+				renderer.render(sceneLeft, camera);
+
+			}
+
+		</script>
+
+	</body>
+</html>