webgl_lines_colors.html 11 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 postprocessing = { enabled: true };
  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( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. container.appendChild( renderer.domElement );
  62. var geometry = new THREE.Geometry(),
  63. geometry2 = new THREE.Geometry(),
  64. geometry3 = new THREE.Geometry(),
  65. points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 2, 0, 1, 2, 3, 4, 5, 6, 7 ),
  66. colors = [], colors2 = [], colors3 = [];
  67. for ( i = 0; i < points.length; i ++ ) {
  68. geometry.vertices.push( new THREE.Vertex( points[ i ] ) );
  69. colors[ i ] = new THREE.Color( 0xffffff );
  70. colors[ i ].setHSV( 0.6, ( 200 + points[ i ].x ) / 400, 1.0 );
  71. colors2[ i ] = new THREE.Color( 0xffffff );
  72. colors2[ i ].setHSV( 0.3, 1.0, ( 200 + points[ i ].x ) / 400 );
  73. colors3[ i ] = new THREE.Color( 0xffffff );
  74. colors3[ i ].setHSV( i / points.length, 1.0, 1.0 );
  75. }
  76. geometry2.vertices = geometry3.vertices = geometry.vertices;
  77. geometry.colors = colors;
  78. geometry2.colors = colors2;
  79. geometry3.colors = colors3;
  80. // lines
  81. material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3 } );
  82. var line, p, scale = 0.3, d = 225,
  83. parameters = [ [ material, scale*1.5, [-d,0,0], geometry ],
  84. [ material, scale*1.5, [0,0,0], geometry2 ],
  85. [ material, scale*1.5, [d,0,0], geometry3 ] ];
  86. material.vertexColors = true;
  87. for ( i = 0; i < parameters.length; ++i ) {
  88. p = parameters[ i ];
  89. line = new THREE.Line( p[ 3 ], p[ 0 ] );
  90. line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
  91. line.position.x = p[ 2 ][ 0 ];
  92. line.position.y = p[ 2 ][ 1 ];
  93. line.position.z = p[ 2 ][ 2 ];
  94. scene.addObject( line );
  95. }
  96. stats = new Stats();
  97. stats.domElement.style.position = 'absolute';
  98. stats.domElement.style.top = '0px';
  99. //container.appendChild(stats.domElement);
  100. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  101. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  102. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  103. initPostprocessing();
  104. renderer.autoClear = false;
  105. }
  106. // port of Processing Java code by Thomas Diewald
  107. // http://www.openprocessing.org/visuals/?visualID=15599
  108. function hilbert3D( center, side, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
  109. var half = side/2,
  110. vec_s = [
  111. new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
  112. new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
  113. new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
  114. new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
  115. new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
  116. new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
  117. new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
  118. new THREE.Vector3( center.x + half, center.y + half, center.z - half )
  119. ],
  120. 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 ] ];
  121. if( --iterations >= 0 ) {
  122. var tmp = [];
  123. tmp = tmp.concat( hilbert3D ( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
  124. tmp = tmp.concat( hilbert3D ( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  125. tmp = tmp.concat( hilbert3D ( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  126. tmp = tmp.concat( hilbert3D ( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  127. tmp = tmp.concat( hilbert3D ( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  128. tmp = tmp.concat( hilbert3D ( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  129. tmp = tmp.concat( hilbert3D ( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  130. tmp = tmp.concat( hilbert3D ( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
  131. return tmp;
  132. }
  133. return vec;
  134. }
  135. //
  136. function initPostprocessing() {
  137. postprocessing.scene = new THREE.Scene();
  138. postprocessing.camera = new THREE.Camera();
  139. postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  140. postprocessing.camera.position.z = 100;
  141. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  142. postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  143. postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
  144. postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
  145. var screen_shader = THREE.ShaderUtils.lib["screen"];
  146. var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
  147. screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
  148. screen_uniforms["opacity"].value = 1.0;
  149. postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
  150. uniforms: screen_uniforms,
  151. vertexShader: screen_shader.vertexShader,
  152. fragmentShader: screen_shader.fragmentShader,
  153. blending: THREE.AdditiveBlending,
  154. transparent: true
  155. } );
  156. var convolution_shader = THREE.ShaderUtils.lib["convolution"];
  157. var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
  158. postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  159. postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
  160. convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
  161. convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
  162. convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
  163. postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
  164. uniforms: convolution_uniforms,
  165. vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
  166. fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
  167. } );
  168. postprocessing.quad = new THREE.Mesh( new THREE.Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
  169. postprocessing.quad.position.z = - 500;
  170. postprocessing.scene.addObject( postprocessing.quad );
  171. }
  172. function onDocumentMouseMove(event) {
  173. mouseX = event.clientX - windowHalfX;
  174. mouseY = event.clientY - windowHalfY;
  175. }
  176. function onDocumentTouchStart( event ) {
  177. if ( event.touches.length > 1 ) {
  178. event.preventDefault();
  179. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  180. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  181. }
  182. }
  183. function onDocumentTouchMove( event ) {
  184. if ( event.touches.length == 1 ) {
  185. event.preventDefault();
  186. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  187. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  188. }
  189. }
  190. //
  191. function animate() {
  192. requestAnimationFrame( animate );
  193. render();
  194. }
  195. function render() {
  196. camera.position.x += ( mouseX - camera.position.x ) * .05;
  197. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  198. var time = new Date().getTime() * 0.0005;
  199. for( var i = 0; i<scene.objects.length; i++ ) {
  200. scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
  201. }
  202. if ( postprocessing.enabled ) {
  203. renderer.clear();
  204. // Render scene into texture
  205. renderer.render( scene, camera, postprocessing.rtTexture1, true );
  206. // Render quad with blured scene into texture (convolution pass 1)
  207. postprocessing.quad.materials = [ postprocessing.materialConvolution ];
  208. postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
  209. postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
  210. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2, true );
  211. // Render quad with blured scene into texture (convolution pass 2)
  212. postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
  213. postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
  214. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3, true );
  215. // Render original scene with superimposed blur to texture
  216. postprocessing.quad.materials = [ postprocessing.materialScreen ];
  217. postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
  218. postprocessing.materialScreen.uniforms.opacity.value = 1.3;
  219. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
  220. // Render to screen
  221. postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
  222. renderer.render( postprocessing.scene, postprocessing.camera );
  223. } else {
  224. renderer.clear();
  225. renderer.render( scene, camera );
  226. }
  227. }
  228. </script>
  229. </body>
  230. </html>