webgl_marching_cubes.html 18 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - marching cubes</title>
  5. <meta charset="utf-8">
  6. <style>
  7. body {
  8. color: #fff;
  9. font-family: Monospace;
  10. font-size: 13px;
  11. text-align: center;
  12. background-color: #000;
  13. margin: 0px;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #ffffff;
  18. position: absolute;
  19. top: 0px;
  20. width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: gold;
  25. }
  26. #oldie {
  27. font-family: monospace;
  28. font-size: 13px;
  29. text-align: center;
  30. background: rgb(0, 0, 50);
  31. color: #fff;
  32. padding: 1em;
  33. width: 475px;
  34. margin: 5em auto 0;
  35. display: none;
  36. }
  37. </style>
  38. </head>
  39. <body>
  40. <div id="container"></div>
  41. <div id="info">
  42. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> -
  43. marching cubes -
  44. [based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
  45. </div>
  46. <script src="../build/Three.js"></script>
  47. <script src="js/MarchingCubes.js"></script>
  48. <script src="js/ShaderExtras.js"></script>
  49. <script src="js/ShaderToon.js"></script>
  50. <script src="js/ShaderExtras.js"></script>
  51. <script src="js/postprocessing/EffectComposer.js"></script>
  52. <script src="js/postprocessing/RenderPass.js"></script>
  53. <script src="js/postprocessing/BloomPass.js"></script>
  54. <script src="js/postprocessing/ShaderPass.js"></script>
  55. <script src="js/postprocessing/MaskPass.js"></script>
  56. <script src="js/postprocessing/SavePass.js"></script>
  57. <script src="js/Detector.js"></script>
  58. <script src="js/Stats.js"></script>
  59. <script src="js/DAT.GUI.min.js"></script>
  60. <script>
  61. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  62. var MARGIN = 0;
  63. var SCREEN_WIDTH = window.innerWidth;
  64. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  65. var container, stats;
  66. var camera, scene, renderer;
  67. var mesh, texture, geometry, materials, material, current_material;
  68. var light, pointLight, ambientLight;
  69. var effect, resolution, numBlobs;
  70. var composer, effectFXAA, hblur, vblur;
  71. var effectController;
  72. var time = 0;
  73. var clock = new THREE.Clock();
  74. init();
  75. animate();
  76. function init() {
  77. container = document.getElementById( 'container' );
  78. // SCENE
  79. scene = new THREE.Scene();
  80. // CAMERA
  81. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  82. camera.position.set( -500, 500, 1500 );
  83. scene.add( camera );
  84. // CONTROLS
  85. controls = new THREE.TrackballControls( camera );
  86. // LIGHTS
  87. light = new THREE.DirectionalLight( 0xffffff );
  88. light.position.set( 0.5, 0.5, 1 );
  89. scene.add( light );
  90. pointLight = new THREE.PointLight( 0xff3300 );
  91. pointLight.position.set( 0, 0, 100 );
  92. scene.add( pointLight );
  93. ambientLight = new THREE.AmbientLight( 0x080808 );
  94. scene.add( ambientLight );
  95. // MATERIALS
  96. materials = generateMaterials();
  97. current_material = "shiny";
  98. // MARCHING CUBES
  99. resolution = 28;
  100. numBlobs = 10;
  101. effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true );
  102. effect.position.set( 0, 0, 0 );
  103. effect.scale.set( 700, 700, 700 );
  104. scene.add( effect );
  105. // RENDERER
  106. renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1, alpha: false } );
  107. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  108. renderer.domElement.style.position = "absolute";
  109. renderer.domElement.style.top = MARGIN + "px";
  110. renderer.domElement.style.left = "0px";
  111. container.appendChild( renderer.domElement );
  112. //
  113. renderer.gammaInput = true;
  114. renderer.gammaOutput = true;
  115. renderer.physicallyBasedShading = true;
  116. // STATS
  117. stats = new Stats();
  118. stats.domElement.style.position = 'absolute';
  119. stats.domElement.style.top = '0px';
  120. container.appendChild( stats.domElement );
  121. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#888";
  122. stats.domElement.children[ 0 ].style.background = "transparent";
  123. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  124. // COMPOSER
  125. renderer.autoClear = false;
  126. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  127. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  128. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  129. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  130. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  131. var bluriness = 8;
  132. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  133. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  134. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  135. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  136. composer = new THREE.EffectComposer( renderer, renderTarget );
  137. var renderModel = new THREE.RenderPass( scene, camera );
  138. vblur.renderToScreen = true;
  139. //effectFXAA.renderToScreen = true;
  140. composer = new THREE.EffectComposer( renderer, renderTarget );
  141. composer.addPass( renderModel );
  142. composer.addPass( effectFXAA );
  143. composer.addPass( hblur );
  144. composer.addPass( vblur );
  145. // GUI
  146. setupGui();
  147. // EVENTS
  148. window.addEventListener( 'resize', onWindowResize, false );
  149. }
  150. //
  151. function onWindowResize( event ) {
  152. SCREEN_WIDTH = window.innerWidth;
  153. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  154. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  155. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  156. camera.updateProjectionMatrix();
  157. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  158. composer.reset( renderTarget );
  159. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  160. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  161. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  162. }
  163. function generateMaterials() {
  164. // environment map
  165. var path = "textures/cube/SwedishRoyalCastle/";
  166. var format = '.jpg';
  167. var urls = [
  168. path + 'px' + format, path + 'nx' + format,
  169. path + 'py' + format, path + 'ny' + format,
  170. path + 'pz' + format, path + 'nz' + format
  171. ];
  172. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  173. reflectionCube.format = THREE.RGBFormat;
  174. var refractionCube = new THREE.Texture( reflectionCube.image, new THREE.CubeRefractionMapping() );
  175. reflectionCube.format = THREE.RGBFormat;
  176. // toons
  177. var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
  178. toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
  179. hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
  180. hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
  181. dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
  182. dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
  183. hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  184. hatchingMaterial2.uniforms.uLineColor1.value.setHSV( 0, 0.9, 0.9 );
  185. hatchingMaterial2.uniforms.uLineColor2.value.setHSV( 0, 0.9, 0.9 );
  186. hatchingMaterial2.uniforms.uLineColor3.value.setHSV( 0, 0.9, 0.9 );
  187. hatchingMaterial2.uniforms.uLineColor4.value.setHSV( 0.1, 0.9, 0.9 );
  188. dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  189. dottedMaterial2.uniforms.uLineColor1.value.setHSV( 0.05, 1.0, 1.0 );
  190. var texture = THREE.ImageUtils.loadTexture( "textures/ash_uvgrid01.jpg" );
  191. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  192. var materials = {
  193. "chrome" :
  194. {
  195. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
  196. h: 0, s: 0, v: 1
  197. },
  198. "liquid" :
  199. {
  200. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
  201. h: 0, s: 0, v: 1
  202. },
  203. "shiny" :
  204. {
  205. m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, perPixel: true, metal: true } ),
  206. h: 0, s: 0.9, v: 0.3
  207. },
  208. "matte" :
  209. {
  210. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, perPixel: true } ),
  211. h: 0, s: 0, v: 1
  212. },
  213. "textured" :
  214. {
  215. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture, perPixel: true } ),
  216. h: 0, s: 0, v: 1
  217. },
  218. "plastic" :
  219. {
  220. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, ambient: 0x000000, shininess: 250, perPixel: true } ),
  221. h: 0.6, s: 0.9, v: 0.2
  222. },
  223. "toon1" :
  224. {
  225. m: toonMaterial1,
  226. h: 0.2, s: 0.5, v: 1
  227. },
  228. "toon2" :
  229. {
  230. m: toonMaterial2,
  231. h: 0.4, s: 0.5, v: 1
  232. },
  233. "hatching" :
  234. {
  235. m: hatchingMaterial,
  236. h: 0.2, s: 0.2, v: 1
  237. },
  238. "hatching2" :
  239. {
  240. m: hatchingMaterial2,
  241. h: 0.0, s: 0.9, v: 0.9
  242. },
  243. "dotted" :
  244. {
  245. m: dottedMaterial,
  246. h: 0.2, s: 0.2, v: 1
  247. },
  248. "dotted2" :
  249. {
  250. m: dottedMaterial2,
  251. h: 0.1, s: 1.0, v: 1
  252. }
  253. };
  254. return materials;
  255. }
  256. function createShaderMaterial( id, light, ambientLight ) {
  257. var shader = THREE.ShaderToon[ id ];
  258. var u = THREE.UniformsUtils.clone( shader.uniforms );
  259. var vs = shader.vertexShader;
  260. var fs = shader.fragmentShader;
  261. var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
  262. material.uniforms.uDirLightPos.value = light.position;
  263. material.uniforms.uDirLightColor.value = light.color;
  264. material.uniforms.uAmbientLightColor.value = ambientLight.color;
  265. return material;
  266. }
  267. //
  268. function setupGui() {
  269. var createHandler = function( id ) {
  270. return function() {
  271. var mat_old = materials[ current_material ];
  272. mat_old.h = m_h.getValue();
  273. mat_old.s = m_s.getValue();
  274. mat_old.v = m_v.getValue();
  275. current_material = id;
  276. var mat = materials[ id ];
  277. effect.material = mat.m;
  278. m_h.setValue( mat.h );
  279. m_s.setValue( mat.s );
  280. m_v.setValue( mat.v );
  281. mm.setValue( current_material );
  282. };
  283. };
  284. function toggle( e ) {
  285. if ( e.style.display === "block" )
  286. e.style.display = "none";
  287. else
  288. e.style.display = "block";
  289. }
  290. effectController = {
  291. material: "shiny",
  292. speed : 1.0,
  293. numBlobs: 10,
  294. resolution: 28,
  295. isolation: 80,
  296. floor: true,
  297. wallx: false,
  298. wallz: false,
  299. hue: 0.0,
  300. saturation: 0.9,
  301. value: 0.3,
  302. lhue: 0.04,
  303. lsaturation: 1.0,
  304. lvalue: 1.0,
  305. lx: 0.5,
  306. ly: 0.5,
  307. lz: 1.0,
  308. postprocessing: false,
  309. h_m: function() {
  310. for (var i = 0; i < g_m.length; i++) toggle(g_m[ i ].domElement);
  311. },
  312. h_c: function() {
  313. for (var i = 0; i < g_c.length; i++) toggle(g_c[ i ].domElement);
  314. },
  315. h_pc: function() {
  316. for (var i = 0; i < g_pc.length; i++) toggle(g_pc[ i ].domElement);
  317. },
  318. h_do: function() {
  319. for (var i = 0; i < g_do.length; i++) toggle(g_do[ i ].domElement);
  320. },
  321. h_s: function() {
  322. for (var i = 0; i < g_s.length; i++) toggle(g_s[ i ].domElement);
  323. },
  324. h_r: function() {
  325. for (var i = 0; i < g_r.length; i++) toggle(g_r[ i ].domElement);
  326. },
  327. dummy: function() {
  328. }
  329. };
  330. var e1, e2, e3, e4, e5, e6, h, m_h, m_s, m_v,
  331. g_m = [], g_c, g_pc, g_do, g_s, g_r, mm,
  332. gui = new DAT.GUI();
  333. // material (type)
  334. mm = gui.add( effectController, "material" );
  335. mm.domElement.style.display = "none";
  336. h = gui.add( effectController, "h_m" ).name( "Materials" );
  337. setGuiHeaderStyle(h, 0, 65, 50);
  338. for ( var m in materials ) {
  339. effectController[ m ] = createHandler( m );
  340. e1 = gui.add( effectController, m ).name( m );
  341. setGuiElementStyle( [ e1 ], 0, 65, 50, "block" );
  342. g_m.push( e1 );
  343. }
  344. // material (color)
  345. h = gui.add( effectController, "h_c" ).name( "Material color" );
  346. m_h = gui.add( effectController, "hue", 0.0, 1.0, 0.025 );
  347. m_s = gui.add( effectController, "saturation", 0.0, 1.0, 0.025 );
  348. m_v = gui.add( effectController, "value", 0.0, 1.0, 0.025 );
  349. g_c = [ m_h, m_s, m_v ];
  350. setGuiHeaderStyle( h, 20, 65, 50 );
  351. setGuiElementStyle( g_c, 20, 65, 50, "block" );
  352. // light (point)
  353. h = gui.add(effectController, "h_pc").name("Point light color");
  354. e1 = gui.add(effectController, "lhue", 0.0, 1.0, 0.025).name("hue");
  355. e2 = gui.add(effectController, "lsaturation", 0.0, 1.0, 0.025).name("saturation");
  356. e3 = gui.add(effectController, "lvalue", 0.0, 1.0, 0.025).name("value");
  357. g_pc = [ e1, e2, e3 ];
  358. setGuiHeaderStyle(h, 50, 65, 50);
  359. setGuiElementStyle(g_pc, 50, 65, 50);
  360. // light (directional)
  361. h = gui.add(effectController, "h_do").name("Directional light orientation");
  362. e1 = gui.add(effectController, "lx", -1.0, 1.0, 0.025).name("x");
  363. e2 = gui.add(effectController, "ly", -1.0, 1.0, 0.025).name("y");
  364. e3 = gui.add(effectController, "lz", -1.0, 1.0, 0.025).name("z");
  365. g_do = [ e1, e2, e3 ];
  366. setGuiHeaderStyle(h, 80, 65, 50);
  367. setGuiElementStyle(g_do, 80, 65, 50);
  368. // simulation
  369. h = gui.add(effectController, "h_s").name("Simulation");
  370. e1 = gui.add(effectController, "speed", 0.1, 8.0, 0.05);
  371. e2 = gui.add(effectController, "numBlobs", 1, 50, 1);
  372. e3 = gui.add(effectController, "resolution", 14, 40, 1);
  373. e4 = gui.add(effectController, "isolation", 10, 300, 1);
  374. e5 = gui.add(effectController, "floor");
  375. e6 = gui.add(effectController, "wallx");
  376. e7 = gui.add(effectController, "wallz");
  377. e5.updateDisplay();
  378. e6.updateDisplay();
  379. e7.updateDisplay();
  380. g_s = [ e1, e2, e3, e4, e5, e6, e7 ];
  381. setGuiHeaderStyle(h, 200, 65, 50);
  382. setGuiElementStyle(g_s, 200, 65, 50, "block");
  383. // rendering
  384. h = gui.add(effectController, "h_r").name("Rendering");
  385. e1 = gui.add(effectController, "postprocessing");
  386. g_r = [ e1 ];
  387. setGuiHeaderStyle(h, 225, 65, 50);
  388. setGuiElementStyle(g_r, 225, 65, 50, "block");
  389. // save
  390. //e1 = gui.add(GUI, "saveURL").name("Save to URL");
  391. //setGuiHeaderStyle(e1, 250, 65, 50, "block");
  392. gui.domElement.style.backgroundColor = "#222";
  393. // restore material from URL
  394. id = mm.getValue()
  395. current_material = id;
  396. var mat = materials[ id ];
  397. effect.material = mat.m;
  398. }
  399. function setGuiHeaderStyle( g, h, s, v ) {
  400. var color = "hsl(" + h + "," + s + "%, " + v + "%)";
  401. g.domElement.style.borderLeft = "solid 5px " + color;
  402. g.domElement.style.background = color;
  403. g.domElement.style.fontWeight = "bold";
  404. }
  405. function setGuiElementStyle( a, h, s, v, display ) {
  406. var s, color = "hsl(" + h + "," + s + "%, " + v + "%)";
  407. for ( i = 0; i < a.length; i ++ ) {
  408. s = a[ i ].domElement.style;
  409. s.borderLeft = "solid 5px " + color;
  410. s.display = display ? display : "none";
  411. }
  412. }
  413. // this controls content of marching cubes voxel field
  414. function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
  415. object.reset();
  416. // fill the field with some metaballs
  417. var i, ballx, bally, ballz, subtract, strength;
  418. subtract = 12;
  419. strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
  420. for ( i = 0; i < numblobs; i ++ ) {
  421. ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
  422. bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
  423. ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
  424. object.addBall(ballx, bally, ballz, strength, subtract);
  425. }
  426. if ( floor ) object.addPlaneY( 2, 12 );
  427. if ( wallz ) object.addPlaneZ( 2, 12 );
  428. if ( wallx ) object.addPlaneX( 2, 12 );
  429. }
  430. //
  431. function animate() {
  432. requestAnimationFrame( animate );
  433. render();
  434. stats.update();
  435. }
  436. function render() {
  437. var delta = clock.getDelta();
  438. time += delta * effectController.speed * 0.5;
  439. controls.update( delta );
  440. // marching cubes
  441. if ( effectController.resolution !== resolution ) {
  442. resolution = effectController.resolution;
  443. effect.init( resolution );
  444. }
  445. if ( effectController.isolation !== effect.isolation ) {
  446. effect.isolation = effectController.isolation;
  447. }
  448. updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
  449. // materials
  450. if ( effect.material instanceof THREE.ShaderMaterial ) {
  451. if ( current_material === "dotted2" ) {
  452. effect.material.uniforms.uLineColor1.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  453. } else if ( current_material === "hatching2" ) {
  454. u = effect.material.uniforms;
  455. u.uLineColor1.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  456. u.uLineColor2.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  457. u.uLineColor3.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  458. u.uLineColor4.value.setHSV( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.value );
  459. } else {
  460. effect.material.uniforms.uBaseColor.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  461. }
  462. } else {
  463. effect.material.color.setHSV( effectController.hue, effectController.saturation, effectController.value );
  464. }
  465. // lights
  466. light.position.set( effectController.lx, effectController.ly, effectController.lz );
  467. light.position.normalize();
  468. pointLight.color.setHSV( effectController.lhue, effectController.lsaturation, effectController.lvalue );
  469. // render
  470. if ( effectController.postprocessing ) {
  471. composer.render( delta );
  472. } else {
  473. renderer.clear();
  474. renderer.render( scene, camera );
  475. }
  476. }
  477. </script>
  478. </body>
  479. </html>