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Added Catmull-Rom spline example.

Work-in-progress.
alteredq 14 years ago
parent
commit
b467378bc3
1 changed files with 407 additions and 0 deletions
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      examples/webgl_lines_splines.html

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examples/webgl_lines_splines.html

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+<!DOCTYPE HTML>
+<html lang="en">
+	<head>
+		<title>three.js webgl - lines - splines</title>
+		<meta charset="utf-8">
+		<style type="text/css">
+			body {
+				background-color: #000000;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			a {
+				color:#0078ff;
+			}
+
+			#info {
+				position: absolute;
+				top: 10px; width: 100%;
+				color: #ffffff;
+				padding: 5px;
+				font-family: Monospace;
+				font-size: 13px;
+				text-align: center;
+				z-index:100;
+			}
+
+			a {
+				color: orange;
+				text-decoration: none;
+			}
+
+			a:hover {
+				color: #0080ff;
+			}
+
+		</style>
+	</head>
+	<body>
+
+		<div id="info">
+			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - splines WebGL demo
+			[<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="http://www.openprocessing.org/visuals/?visualID=15599">Thomas Diewald</a>,
+			 Catmull-Rom spline thanks to <a href="https://github.com/sole/tween.js">sole</a>]
+		</div>
+
+		<script type="text/javascript" src="../build/Three.js"></script>
+
+		<script type="text/javascript" src="js/Detector.js"></script>
+		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
+		<script type="text/javascript" src="js/Stats.js"></script>
+
+		<script type="text/javascript">
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var postprocessing = false;
+			
+			var mouseX = 0, mouseY = 0,
+
+			windowHalfX = window.innerWidth / 2,
+			windowHalfY = window.innerHeight / 2,
+
+			camera, scene, renderer, material;
+
+			var cameraOrtho, sceneScreen, rtTexture1, rtTexture2, rtTexture3, materialScreen, materialConvolution, blurx, blury, quadScreen;
+
+			init();
+			animate();
+
+			function init() {
+
+				var i, n_sub, container;
+
+				container = document.createElement('div');
+				document.body.appendChild(container);
+
+				camera = new THREE.Camera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
+				camera.position.z = 700;
+
+				scene = new THREE.Scene();
+
+				renderer = new THREE.WebGLRenderer();
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.autoClear = false;
+				container.appendChild( renderer.domElement );
+
+				var geometry = new THREE.Geometry(),
+					geometry2 = new THREE.Geometry(),
+					geometry3 = new THREE.Geometry(),
+					points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 ),
+					colors = [], colors2 = [], colors3 = [];
+
+				n_sub = 6;
+
+				var position, index;
+				
+				var spline = new Spline();
+				
+				for ( i = 0; i < points.length * n_sub; i ++ ) {
+				
+					index = i / ( points.length * n_sub );
+					position = spline.get2DPoint( points, index );
+					
+					geometry.vertices[ i ] = new THREE.Vertex( new THREE.Vector3( position.x, position.y, position.z ) );
+
+					colors[ i ] = new THREE.Color( 0xffffff );
+					colors[ i ].setHSV( 0.6, ( 200 + position.x ) / 400, 1.0 );
+
+					colors2[ i ] = new THREE.Color( 0xffffff );
+					//colors2[ i ].setHSV( 0.1, 1.0, ( 200 + position.x ) / 400 );
+					colors2[ i ].setHSV( 0.9, ( 200 + position.y ) / 400, 1.0 );
+
+					colors3[ i ] = new THREE.Color( 0xffffff );
+					colors3[ i ].setHSV( i / ( points.length * n_sub ), 1.0, 1.0 );
+					
+					
+				}
+
+				geometry2.vertices = geometry3.vertices = geometry.vertices;
+
+				geometry.colors = colors;
+				geometry2.colors = colors2;
+				geometry3.colors = colors3;
+
+				// lines
+
+				material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3 } );
+
+				var line, p, scale = 0.3, d = 225,
+					parameters =  [ [ material, scale*1.5, [-d,0,0],  geometry ],
+									[ material, scale*1.5, [0,0,0],  geometry2 ],
+									[ material, scale*1.5, [d,0,0],  geometry3 ] ];
+
+				material.vertexColors = true;
+
+				for ( i = 0; i < parameters.length; ++i ) {
+
+					p = parameters[ i ];
+					line = new THREE.Line( p[ 3 ],  p[ 0 ] );
+					line.scale.x = line.scale.y = line.scale.z =  p[ 1 ];
+					line.position.x = p[ 2 ][ 0 ];
+					line.position.y = p[ 2 ][ 1 ];
+					line.position.z = p[ 2 ][ 2 ];
+					scene.addObject( line );
+
+				}
+
+				// postprocessing
+
+				cameraOrtho = new THREE.Camera();
+				cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
+				cameraOrtho.position.z = 100;
+
+				sceneScreen = new THREE.Scene();
+
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
+				rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
+				rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
+
+				var screen_shader = ShaderUtils.lib["screen"];
+				var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
+
+				screen_uniforms["tDiffuse"].texture = rtTexture1;
+				screen_uniforms["opacity"].value = 1.0;
+
+				materialScreen = new THREE.MeshShaderMaterial( {
+
+					uniforms: screen_uniforms,
+					vertexShader: screen_shader.vertexShader,
+					fragmentShader: screen_shader.fragmentShader,
+					blending: THREE.AdditiveBlending
+
+				} );
+
+				var convolution_shader = ShaderUtils.lib["convolution"];
+				var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
+
+				blurx = new THREE.Vector2( 0.001953125, 0.0 ),
+				blury = new THREE.Vector2( 0.0, 0.001953125 );
+
+				convolution_uniforms["tDiffuse"].texture = rtTexture1;
+				convolution_uniforms["uImageIncrement"].value = blurx;
+				convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
+
+				materialConvolution = new THREE.MeshShaderMaterial( {
+
+					uniforms: convolution_uniforms,
+					vertexShader:   "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
+					fragmentShader: "#define KERNEL_SIZE 25\n"   + convolution_shader.fragmentShader
+
+				} );
+
+				var plane = new Plane( window.innerWidth, window.innerHeight );
+
+				quadScreen = new THREE.Mesh( plane, materialConvolution );
+				quadScreen.position.z = -100;
+				sceneScreen.addObject( quadScreen );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				//container.appendChild(stats.domElement);
+
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
+				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
+
+			}
+			
+			// Spline from Tween.js, slightly optimized
+			// http://sole.github.com/tween.js/examples/05_spline.html
+			
+			function Spline() {
+
+				var c = [], v3 = { x: 0, y: 0, z: 0 },
+				point, intPoint, weight, w2, w3,
+				pa, pb, pc, pd;
+
+				this.get2DPoint = function ( points, k ) {
+
+					point = ( points.length - 1 ) * k;
+					intPoint = Math.floor( point );
+					weight = point - intPoint;
+
+					c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+					c[ 1 ] = intPoint;
+					c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+					c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+					pa = points[ c[ 0 ] ];
+					pb = points[ c[ 1 ] ];
+					pc = points[ c[ 2 ] ];
+					pd = points[ c[ 3 ] ];
+
+					w2 = weight * weight;
+					w3 = weight * w2;
+					
+					v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+					v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+					v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+					
+					return v3;
+
+				}
+
+				// Catmull-Rom
+
+				function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+					var v0 = ( p2 - p0 ) * 0.5,
+						v1 = ( p3 - p1 ) * 0.5;
+
+					return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+				}
+
+			}
+
+			// port of Processing Java code by Thomas Diewald
+			// http://www.openprocessing.org/visuals/?visualID=15599
+
+			function hilbert3D( center, side, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
+
+				var half = side/2,
+
+					vec_s = [
+
+					new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
+					new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
+					new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
+					new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
+					new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
+					new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
+					new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
+					new THREE.Vector3( center.x + half, center.y + half, center.z - half )
+
+					],
+
+					vec = [ vec_s[ v0 ], vec_s[ v1 ], vec_s[ v2 ], vec_s[ v3 ], vec_s[ v4 ], vec_s[ v5 ], vec_s[ v6 ], vec_s[ v7 ] ];
+
+				if( --iterations >= 0 ) {
+
+					var tmp = [];
+
+					tmp = tmp.concat( hilbert3D ( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
+					tmp = tmp.concat( hilbert3D ( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
+
+					return tmp;
+
+				}
+
+				return vec;
+			}
+
+			//
+
+			function onDocumentMouseMove(event) {
+
+				mouseX = event.clientX - windowHalfX;
+				mouseY = event.clientY - windowHalfY;
+			}
+
+			function onDocumentTouchStart( event ) {
+
+				if ( event.touches.length > 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					mouseY = event.touches[ 0 ].pageY - windowHalfY;
+				}
+			}
+
+			function onDocumentTouchMove( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					mouseY = event.touches[ 0 ].pageY - windowHalfY;
+				}
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+				render();
+
+			}
+
+			function render() {
+
+				camera.position.x += ( mouseX - camera.position.x ) * .05;
+				camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
+				camera.updateMatrix();
+
+				var time = new Date().getTime() * 0.0005;
+
+				for( var i = 0; i<scene.objects.length; i++ ) {
+
+					scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
+
+				}
+
+				renderer.clear();
+
+				if ( postprocessing ) {
+				
+					// Render scene into texture
+
+					renderer.render( scene, camera, rtTexture1 );
+
+					// Render quad with blured scene into texture (convolution pass 1)
+
+					quadScreen.materials = [ materialConvolution ];
+
+					materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
+					materialConvolution.uniforms.uImageIncrement.value = blurx;
+
+					renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
+
+					// Render quad with blured scene into texture (convolution pass 2)
+
+					materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
+					materialConvolution.uniforms.uImageIncrement.value = blury;
+
+					renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
+
+					// Render original scene with superimposed blur to texture
+
+					quadScreen.materials = [ materialScreen ];
+
+					materialScreen.uniforms.tDiffuse.texture = rtTexture3;
+					materialScreen.uniforms.opacity.value = 1.3;
+
+					renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
+
+					// Render to screen
+
+					materialScreen.uniforms.tDiffuse.texture = rtTexture1;
+					renderer.render( sceneScreen, cameraOrtho );
+
+				} else {
+				
+					renderer.render( scene, camera );
+
+				}
+
+
+			}
+
+
+		</script>
+	</body>
+</html>