webgl_marchingcubes.html 16 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. #stats { position: absolute; top:0; left: 0 }
  38. #stats #fps { background: transparent !important }
  39. #stats #fps #fpsText { color: #aaa !important }
  40. #stats #fps #fpsGraph { display: none }
  41. </style>
  42. </head>
  43. <body>
  44. <div id="container"></div>
  45. <div id="info">
  46. <a href="http://threejs.org" target="_blank">three.js</a> -
  47. marching cubes -
  48. [based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
  49. </div>
  50. <script src="../build/three.min.js"></script>
  51. <script src="js/controls/OrbitControls.js"></script>
  52. <script src="js/shaders/CopyShader.js"></script>
  53. <script src="js/shaders/FXAAShader.js"></script>
  54. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  55. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  56. <script src="js/postprocessing/EffectComposer.js"></script>
  57. <script src="js/postprocessing/RenderPass.js"></script>
  58. <script src="js/postprocessing/BloomPass.js"></script>
  59. <script src="js/postprocessing/ShaderPass.js"></script>
  60. <script src="js/postprocessing/MaskPass.js"></script>
  61. <script src="js/postprocessing/SavePass.js"></script>
  62. <script src="js/MarchingCubes.js"></script>
  63. <script src="js/ShaderToon.js"></script>
  64. <script src="js/Detector.js"></script>
  65. <script src="js/libs/stats.min.js"></script>
  66. <script src="js/libs/dat.gui.min.js"></script>
  67. <script>
  68. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  69. var MARGIN = 0;
  70. var SCREEN_WIDTH = window.innerWidth;
  71. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  72. var container, stats;
  73. var camera, scene, renderer;
  74. var mesh, texture, geometry, materials, material, current_material;
  75. var light, pointLight, ambientLight;
  76. var effect, resolution, numBlobs;
  77. var composer, effectFXAA, hblur, vblur;
  78. var effectController;
  79. var time = 0;
  80. var clock = new THREE.Clock();
  81. init();
  82. animate();
  83. function init() {
  84. container = document.getElementById( 'container' );
  85. // CAMERA
  86. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  87. camera.position.set( -500, 500, 1500 );
  88. // SCENE
  89. scene = new THREE.Scene();
  90. // LIGHTS
  91. light = new THREE.DirectionalLight( 0xffffff );
  92. light.position.set( 0.5, 0.5, 1 );
  93. scene.add( light );
  94. pointLight = new THREE.PointLight( 0xff3300 );
  95. pointLight.position.set( 0, 0, 100 );
  96. scene.add( pointLight );
  97. ambientLight = new THREE.AmbientLight( 0x080808 );
  98. scene.add( ambientLight );
  99. // MATERIALS
  100. materials = generateMaterials();
  101. current_material = "shiny";
  102. // MARCHING CUBES
  103. resolution = 28;
  104. numBlobs = 10;
  105. effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
  106. effect.position.set( 0, 0, 0 );
  107. effect.scale.set( 700, 700, 700 );
  108. effect.enableUvs = false;
  109. effect.enableColors = false;
  110. scene.add( effect );
  111. // RENDERER
  112. renderer = new THREE.WebGLRenderer();
  113. renderer.setClearColor( 0x050505 );
  114. renderer.setPixelRatio( window.devicePixelRatio );
  115. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  116. renderer.domElement.style.position = "absolute";
  117. renderer.domElement.style.top = MARGIN + "px";
  118. renderer.domElement.style.left = "0px";
  119. container.appendChild( renderer.domElement );
  120. //
  121. renderer.gammaInput = true;
  122. renderer.gammaOutput = true;
  123. // CONTROLS
  124. controls = new THREE.OrbitControls( camera, renderer.domElement );
  125. // STATS
  126. stats = new Stats();
  127. container.appendChild( stats.domElement );
  128. // COMPOSER
  129. renderer.autoClear = false;
  130. var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  131. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  132. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  133. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  134. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  135. var bluriness = 8;
  136. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  137. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  138. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  139. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  140. composer = new THREE.EffectComposer( renderer, renderTarget );
  141. var renderModel = new THREE.RenderPass( scene, camera );
  142. vblur.renderToScreen = true;
  143. //effectFXAA.renderToScreen = true;
  144. composer = new THREE.EffectComposer( renderer, renderTarget );
  145. composer.addPass( renderModel );
  146. composer.addPass( effectFXAA );
  147. composer.addPass( hblur );
  148. composer.addPass( vblur );
  149. // GUI
  150. setupGui();
  151. // EVENTS
  152. window.addEventListener( 'resize', onWindowResize, false );
  153. }
  154. //
  155. function onWindowResize( event ) {
  156. SCREEN_WIDTH = window.innerWidth;
  157. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  158. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  159. camera.updateProjectionMatrix();
  160. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  161. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  162. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  163. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  164. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  165. }
  166. function generateMaterials() {
  167. // environment map
  168. var path = "textures/cube/SwedishRoyalCastle/";
  169. var format = '.jpg';
  170. var urls = [
  171. path + 'px' + format, path + 'nx' + format,
  172. path + 'py' + format, path + 'ny' + format,
  173. path + 'pz' + format, path + 'nz' + format
  174. ];
  175. var cubeTextureLoader = new THREE.CubeTextureLoader();
  176. var reflectionCube = cubeTextureLoader.load( urls );
  177. reflectionCube.format = THREE.RGBFormat;
  178. var refractionCube = cubeTextureLoader.load( urls );
  179. reflectionCube.format = THREE.RGBFormat;
  180. refractionCube.mapping = THREE.CubeRefractionMapping;
  181. // toons
  182. var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
  183. toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
  184. hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
  185. hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
  186. dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
  187. dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
  188. hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  189. hatchingMaterial2.uniforms.uLineColor1.value.setHSL( 0, 0.8, 0.5 );
  190. hatchingMaterial2.uniforms.uLineColor2.value.setHSL( 0, 0.8, 0.5 );
  191. hatchingMaterial2.uniforms.uLineColor3.value.setHSL( 0, 0.8, 0.5 );
  192. hatchingMaterial2.uniforms.uLineColor4.value.setHSL( 0.1, 0.8, 0.5 );
  193. dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  194. dottedMaterial2.uniforms.uLineColor1.value.setHSL( 0.05, 1.0, 0.5 );
  195. var texture = new THREE.TextureLoader().load( "textures/UV_Grid_Sm.jpg" );
  196. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  197. var materials = {
  198. "chrome" :
  199. {
  200. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
  201. h: 0, s: 0, l: 1
  202. },
  203. "liquid" :
  204. {
  205. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
  206. h: 0, s: 0, l: 1
  207. },
  208. "shiny" :
  209. {
  210. m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, metal: true } ),
  211. h: 0, s: 0.8, l: 0.2
  212. },
  213. "matte" :
  214. {
  215. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
  216. h: 0, s: 0, l: 1
  217. },
  218. "flat" :
  219. {
  220. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, shading: THREE.FlatShading } ),
  221. h: 0, s: 0, l: 1
  222. },
  223. "textured" :
  224. {
  225. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
  226. h: 0, s: 0, l: 1
  227. },
  228. "colors" :
  229. {
  230. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
  231. h: 0, s: 0, l: 1
  232. },
  233. "plastic" :
  234. {
  235. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
  236. h: 0.6, s: 0.8, l: 0.1
  237. },
  238. "toon1" :
  239. {
  240. m: toonMaterial1,
  241. h: 0.2, s: 1, l: 0.75
  242. },
  243. "toon2" :
  244. {
  245. m: toonMaterial2,
  246. h: 0.4, s: 1, l: 0.75
  247. },
  248. "hatching" :
  249. {
  250. m: hatchingMaterial,
  251. h: 0.2, s: 1, l: 0.9
  252. },
  253. "hatching2" :
  254. {
  255. m: hatchingMaterial2,
  256. h: 0.0, s: 0.8, l: 0.5
  257. },
  258. "dotted" :
  259. {
  260. m: dottedMaterial,
  261. h: 0.2, s: 1, l: 0.9
  262. },
  263. "dotted2" :
  264. {
  265. m: dottedMaterial2,
  266. h: 0.1, s: 1, l: 0.5
  267. }
  268. };
  269. return materials;
  270. }
  271. function createShaderMaterial( id, light, ambientLight ) {
  272. var shader = THREE.ShaderToon[ id ];
  273. var u = THREE.UniformsUtils.clone( shader.uniforms );
  274. var vs = shader.vertexShader;
  275. var fs = shader.fragmentShader;
  276. var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
  277. material.uniforms.uDirLightPos.value = light.position;
  278. material.uniforms.uDirLightColor.value = light.color;
  279. material.uniforms.uAmbientLightColor.value = ambientLight.color;
  280. return material;
  281. }
  282. //
  283. function setupGui() {
  284. var createHandler = function( id ) {
  285. return function() {
  286. var mat_old = materials[ current_material ];
  287. mat_old.h = m_h.getValue();
  288. mat_old.s = m_s.getValue();
  289. mat_old.l = m_l.getValue();
  290. current_material = id;
  291. var mat = materials[ id ];
  292. effect.material = mat.m;
  293. m_h.setValue( mat.h );
  294. m_s.setValue( mat.s );
  295. m_l.setValue( mat.l );
  296. if ( current_material === "textured" ) {
  297. effect.enableUvs = true;
  298. } else {
  299. effect.enableUvs = false;
  300. }
  301. if ( current_material === "colors" ) {
  302. effect.enableColors = true;
  303. } else {
  304. effect.enableColors = false;
  305. }
  306. };
  307. };
  308. effectController = {
  309. material: "shiny",
  310. speed: 1.0,
  311. numBlobs: 10,
  312. resolution: 28,
  313. isolation: 80,
  314. floor: true,
  315. wallx: false,
  316. wallz: false,
  317. hue: 0.0,
  318. saturation: 0.8,
  319. lightness: 0.1,
  320. lhue: 0.04,
  321. lsaturation: 1.0,
  322. llightness: 0.5,
  323. lx: 0.5,
  324. ly: 0.5,
  325. lz: 1.0,
  326. postprocessing: false,
  327. dummy: function() {
  328. }
  329. };
  330. var h, m_h, m_s, m_l;
  331. var gui = new dat.GUI();
  332. // material (type)
  333. h = gui.addFolder( "Materials" );
  334. for ( var m in materials ) {
  335. effectController[ m ] = createHandler( m );
  336. h.add( effectController, m ).name( m );
  337. }
  338. // material (color)
  339. h = gui.addFolder( "Material color" );
  340. m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
  341. m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
  342. m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
  343. // light (point)
  344. h = gui.addFolder( "Point light color" );
  345. h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name("hue");
  346. h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name("saturation");
  347. h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name("lightness");
  348. // light (directional)
  349. h = gui.addFolder( "Directional light orientation" );
  350. h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name("x");
  351. h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name("y");
  352. h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name("z");
  353. // simulation
  354. h = gui.addFolder( "Simulation" );
  355. h.add( effectController, "speed", 0.1, 8.0, 0.05 );
  356. h.add( effectController, "numBlobs", 1, 50, 1 );
  357. h.add( effectController, "resolution", 14, 100, 1 );
  358. h.add( effectController, "isolation", 10, 300, 1 );
  359. h.add( effectController, "floor" );
  360. h.add( effectController, "wallx" );
  361. h.add( effectController, "wallz" );
  362. // rendering
  363. h = gui.addFolder( "Rendering" );
  364. h.add( effectController, "postprocessing" );
  365. }
  366. // this controls content of marching cubes voxel field
  367. function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
  368. object.reset();
  369. // fill the field with some metaballs
  370. var i, ballx, bally, ballz, subtract, strength;
  371. subtract = 12;
  372. strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
  373. for ( i = 0; i < numblobs; i ++ ) {
  374. ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
  375. bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
  376. ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
  377. object.addBall(ballx, bally, ballz, strength, subtract);
  378. }
  379. if ( floor ) object.addPlaneY( 2, 12 );
  380. if ( wallz ) object.addPlaneZ( 2, 12 );
  381. if ( wallx ) object.addPlaneX( 2, 12 );
  382. }
  383. //
  384. function animate() {
  385. requestAnimationFrame( animate );
  386. render();
  387. stats.update();
  388. }
  389. function render() {
  390. var delta = clock.getDelta();
  391. time += delta * effectController.speed * 0.5;
  392. controls.update( delta );
  393. // marching cubes
  394. if ( effectController.resolution !== resolution ) {
  395. resolution = effectController.resolution;
  396. effect.init( Math.floor( resolution ) );
  397. }
  398. if ( effectController.isolation !== effect.isolation ) {
  399. effect.isolation = effectController.isolation;
  400. }
  401. updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
  402. // materials
  403. if ( effect.material instanceof THREE.ShaderMaterial ) {
  404. if ( current_material === "dotted2" ) {
  405. effect.material.uniforms.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  406. } else if ( current_material === "hatching2" ) {
  407. u = effect.material.uniforms;
  408. u.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  409. u.uLineColor2.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  410. u.uLineColor3.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  411. u.uLineColor4.value.setHSL( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.lightness );
  412. } else {
  413. effect.material.uniforms.uBaseColor.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  414. }
  415. } else {
  416. effect.material.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  417. }
  418. // lights
  419. light.position.set( effectController.lx, effectController.ly, effectController.lz );
  420. light.position.normalize();
  421. pointLight.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
  422. // render
  423. if ( effectController.postprocessing ) {
  424. composer.render( delta );
  425. } else {
  426. renderer.clear();
  427. renderer.render( scene, camera );
  428. }
  429. }
  430. </script>
  431. </body>
  432. </html>