webgl_lines_colors.html 9.9 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lines - cubes - colors</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. background-color: #000000;
  9. margin: 0px;
  10. overflow: hidden;
  11. }
  12. a {
  13. color:#0078ff;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 10px; width: 100%;
  18. color: #ffffff;
  19. padding: 5px;
  20. font-family: Monospace;
  21. font-size: 13px;
  22. text-align: center;
  23. z-index:100;
  24. }
  25. a {
  26. color: orange;
  27. text-decoration: none;
  28. }
  29. a:hover {
  30. color: #0080ff;
  31. }
  32. </style>
  33. </head>
  34. <body>
  35. <div id="info">
  36. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - color lines WebGL demo
  37. [<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>]
  38. </div>
  39. <script type="text/javascript" src="../build/Three.js"></script>
  40. <script type="text/javascript" src="js/Detector.js"></script>
  41. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  42. <script type="text/javascript" src="js/Stats.js"></script>
  43. <script type="text/javascript">
  44. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  45. var mouseX = 0, mouseY = 0,
  46. windowHalfX = window.innerWidth / 2,
  47. windowHalfY = window.innerHeight / 2,
  48. camera, scene, renderer, material;
  49. var cameraOrtho, sceneScreen, rtTexture1, rtTexture2, rtTexture3, materialScreen, materialConvolution, blurx, blury, quadScreen;
  50. init();
  51. animate();
  52. function init() {
  53. var i, container;
  54. container = document.createElement('div');
  55. document.body.appendChild(container);
  56. camera = new THREE.Camera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
  57. camera.position.z = 700;
  58. scene = new THREE.Scene();
  59. renderer = new THREE.WebGLRenderer();
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. renderer.autoClear = false;
  62. container.appendChild( renderer.domElement );
  63. var geometry = new THREE.Geometry(),
  64. geometry2 = new THREE.Geometry(),
  65. geometry3 = new THREE.Geometry(),
  66. points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 2, 0, 1, 2, 3, 4, 5, 6, 7 ),
  67. colors = [], colors2 = [], colors3 = [];
  68. for ( i = 0; i < points.length; i ++ ) {
  69. geometry.vertices.push( new THREE.Vertex( points[ i ] ) );
  70. colors[ i ] = new THREE.Color( 0xffffff );
  71. colors[ i ].setHSV( 0.6, ( 200 + points[ i ].x ) / 400, 1.0 );
  72. colors2[ i ] = new THREE.Color( 0xffffff );
  73. colors2[ i ].setHSV( 0.3, 1.0, ( 200 + points[ i ].x ) / 400 );
  74. colors3[ i ] = new THREE.Color( 0xffffff );
  75. colors3[ i ].setHSV( i / points.length, 1.0, 1.0 );
  76. }
  77. geometry2.vertices = geometry3.vertices = geometry.vertices;
  78. geometry.colors = colors;
  79. geometry2.colors = colors2;
  80. geometry3.colors = colors3;
  81. // lines
  82. material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3 } );
  83. var line, p, scale = 0.3, d = 225,
  84. parameters = [ [ material, scale*1.5, [-d,0,0], geometry ],
  85. [ material, scale*1.5, [0,0,0], geometry2 ],
  86. [ material, scale*1.5, [d,0,0], geometry3 ] ];
  87. material.vertex_colors = true;
  88. for ( i = 0; i < parameters.length; ++i ) {
  89. p = parameters[ i ];
  90. line = new THREE.Line( p[ 3 ], p[ 0 ] );
  91. line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
  92. line.position.x = p[ 2 ][ 0 ];
  93. line.position.y = p[ 2 ][ 1 ];
  94. line.position.z = p[ 2 ][ 2 ];
  95. scene.addObject( line );
  96. }
  97. // postprocessing
  98. cameraOrtho = new THREE.Camera();
  99. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  100. cameraOrtho.position.z = 100;
  101. sceneScreen = new THREE.Scene();
  102. var pars = { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter };
  103. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
  104. rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
  105. rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
  106. var screen_shader = ShaderUtils.lib["screen"];
  107. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  108. screen_uniforms["tDiffuse"].texture = rtTexture1;
  109. screen_uniforms["opacity"].value = 1.0;
  110. materialScreen = new THREE.MeshShaderMaterial( {
  111. uniforms: screen_uniforms,
  112. vertex_shader: screen_shader.vertex_shader,
  113. fragment_shader: screen_shader.fragment_shader,
  114. blending: THREE.AdditiveBlending
  115. } );
  116. var convolution_shader = ShaderUtils.lib["convolution"];
  117. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  118. blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  119. blury = new THREE.Vector2( 0.0, 0.001953125 );
  120. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  121. convolution_uniforms["uImageIncrement"].value = blurx;
  122. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  123. materialConvolution = new THREE.MeshShaderMaterial( {
  124. uniforms: convolution_uniforms,
  125. vertex_shader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertex_shader,
  126. fragment_shader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragment_shader
  127. } );
  128. var plane = new Plane( window.innerWidth, window.innerHeight );
  129. quadScreen = new THREE.Mesh( plane, materialConvolution );
  130. quadScreen.position.z = -100;
  131. sceneScreen.addObject( quadScreen );
  132. stats = new Stats();
  133. stats.domElement.style.position = 'absolute';
  134. stats.domElement.style.top = '0px';
  135. //container.appendChild(stats.domElement);
  136. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  137. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  138. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  139. }
  140. // port of Processing Java code by Thomas Diewald
  141. // http://www.openprocessing.org/visuals/?visualID=15599
  142. function hilbert3D( center, side, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
  143. var half = side/2,
  144. vec_s = [
  145. new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
  146. new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
  147. new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
  148. new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
  149. new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
  150. new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
  151. new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
  152. new THREE.Vector3( center.x + half, center.y + half, center.z - half )
  153. ],
  154. 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 ] ];
  155. if( --iterations >= 0 ) {
  156. var tmp = [];
  157. tmp = tmp.concat( hilbert3D ( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
  158. tmp = tmp.concat( hilbert3D ( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  159. tmp = tmp.concat( hilbert3D ( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  160. tmp = tmp.concat( hilbert3D ( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  161. tmp = tmp.concat( hilbert3D ( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  162. tmp = tmp.concat( hilbert3D ( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  163. tmp = tmp.concat( hilbert3D ( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  164. tmp = tmp.concat( hilbert3D ( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
  165. return tmp;
  166. }
  167. return vec;
  168. }
  169. //
  170. function onDocumentMouseMove(event) {
  171. mouseX = event.clientX - windowHalfX;
  172. mouseY = event.clientY - windowHalfY;
  173. }
  174. function onDocumentTouchStart( event ) {
  175. if ( event.touches.length > 1 ) {
  176. event.preventDefault();
  177. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  178. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  179. }
  180. }
  181. function onDocumentTouchMove( event ) {
  182. if ( event.touches.length == 1 ) {
  183. event.preventDefault();
  184. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  185. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  186. }
  187. }
  188. //
  189. function animate() {
  190. requestAnimationFrame( animate );
  191. render();
  192. }
  193. function render() {
  194. camera.position.x += ( mouseX - camera.position.x ) * .05;
  195. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  196. camera.updateMatrix();
  197. var time = new Date().getTime() * 0.0005;
  198. for( var i = 0; i<scene.objects.length; i++ ) {
  199. scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
  200. }
  201. //renderer.render( scene, camera );
  202. renderer.clear();
  203. // Render scene into texture
  204. renderer.render( scene, camera, rtTexture1 );
  205. // Render quad with blured scene into texture (convolution pass 1)
  206. quadScreen.materials = [ materialConvolution ];
  207. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  208. materialConvolution.uniforms.uImageIncrement.value = blurx;
  209. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  210. // Render quad with blured scene into texture (convolution pass 2)
  211. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  212. materialConvolution.uniforms.uImageIncrement.value = blury;
  213. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  214. // Render original scene with superimposed blur to texture
  215. quadScreen.materials = [ materialScreen ];
  216. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  217. materialScreen.uniforms.opacity.value = 1.3;
  218. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  219. // Render to screen
  220. materialScreen.uniforms.tDiffuse.texture = rtTexture1;
  221. renderer.render( sceneScreen, cameraOrtho );
  222. }
  223. </script>
  224. </body>
  225. </html>