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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - marching cubes</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #fff;
- font-family: Monospace;
- font-size: 13px;
- text-align: center;
- background-color: #000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- color: #ffffff;
- position: absolute;
- top: 0px;
- width: 100%;
- padding: 5px;
- }
- a {
- color: gold;
- }
- #oldie {
- font-family: monospace;
- font-size: 13px;
- text-align: center;
- background: rgb(0, 0, 50);
- color: #fff;
- padding: 1em;
- width: 475px;
- margin: 5em auto 0;
- display: none;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> -
- marching cubes -
- [based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
- </div>
- <script src="../build/three.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/shaders/CopyShader.js"></script>
- <script src="js/shaders/FXAAShader.js"></script>
- <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
- <script src="js/shaders/VerticalTiltShiftShader.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/BloomPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/postprocessing/MaskPass.js"></script>
- <script src="js/postprocessing/SavePass.js"></script>
- <script src="js/MarchingCubes.js"></script>
- <script src="js/ShaderToon.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/libs/dat.gui.min.js"></script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var MARGIN = 0;
- var SCREEN_WIDTH = window.innerWidth;
- var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
- var container, stats;
- var camera, scene, renderer;
- var mesh, texture, geometry, materials, material, current_material;
- var light, pointLight, ambientLight;
- var effect, resolution, numBlobs;
- var composer, effectFXAA, hblur, vblur;
- var effectController;
- var time = 0;
- var clock = new THREE.Clock();
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- // CAMERA
- camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
- camera.position.set( -500, 500, 1500 );
- // SCENE
- scene = new THREE.Scene();
- // LIGHTS
- light = new THREE.DirectionalLight( 0xffffff );
- light.position.set( 0.5, 0.5, 1 );
- scene.add( light );
- pointLight = new THREE.PointLight( 0xff3300 );
- pointLight.position.set( 0, 0, 100 );
- scene.add( pointLight );
- ambientLight = new THREE.AmbientLight( 0x080808 );
- scene.add( ambientLight );
- // MATERIALS
- materials = generateMaterials();
- current_material = "shiny";
- // MARCHING CUBES
- resolution = 28;
- numBlobs = 10;
- effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
- effect.position.set( 0, 0, 0 );
- effect.scale.set( 700, 700, 700 );
- effect.enableUvs = false;
- effect.enableColors = false;
- scene.add( effect );
- // RENDERER
- renderer = new THREE.WebGLRenderer();
- renderer.setClearColor( 0x050505 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- renderer.domElement.style.position = "absolute";
- renderer.domElement.style.top = MARGIN + "px";
- renderer.domElement.style.left = "0px";
- container.appendChild( renderer.domElement );
- //
- renderer.gammaInput = true;
- renderer.gammaOutput = true;
- // CONTROLS
- controls = new THREE.OrbitControls( camera, renderer.domElement );
- // STATS
- stats = new Stats();
- container.appendChild( stats.dom );
- // COMPOSER
- renderer.autoClear = false;
- var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
- renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
- effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
- hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
- vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
- var bluriness = 8;
- hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
- vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
- hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
- composer = new THREE.EffectComposer( renderer, renderTarget );
- var renderModel = new THREE.RenderPass( scene, camera );
- vblur.renderToScreen = true;
- //effectFXAA.renderToScreen = true;
- composer = new THREE.EffectComposer( renderer, renderTarget );
- composer.addPass( renderModel );
- composer.addPass( effectFXAA );
- composer.addPass( hblur );
- composer.addPass( vblur );
- // GUI
- setupGui();
- // EVENTS
- window.addEventListener( 'resize', onWindowResize, false );
- }
- //
- function onWindowResize( event ) {
- SCREEN_WIDTH = window.innerWidth;
- SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
- camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
- camera.updateProjectionMatrix();
- renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
- vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
- }
- function generateMaterials() {
- // environment map
- var path = "textures/cube/SwedishRoyalCastle/";
- var format = '.jpg';
- var urls = [
- path + 'px' + format, path + 'nx' + format,
- path + 'py' + format, path + 'ny' + format,
- path + 'pz' + format, path + 'nz' + format
- ];
- var cubeTextureLoader = new THREE.CubeTextureLoader();
- var reflectionCube = cubeTextureLoader.load( urls );
- reflectionCube.format = THREE.RGBFormat;
- var refractionCube = cubeTextureLoader.load( urls );
- reflectionCube.format = THREE.RGBFormat;
- refractionCube.mapping = THREE.CubeRefractionMapping;
- // toons
- var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
- toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
- hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
- hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
- dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
- dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
- hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
- hatchingMaterial2.uniforms.uLineColor1.value.setHSL( 0, 0.8, 0.5 );
- hatchingMaterial2.uniforms.uLineColor2.value.setHSL( 0, 0.8, 0.5 );
- hatchingMaterial2.uniforms.uLineColor3.value.setHSL( 0, 0.8, 0.5 );
- hatchingMaterial2.uniforms.uLineColor4.value.setHSL( 0.1, 0.8, 0.5 );
- dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
- dottedMaterial2.uniforms.uLineColor1.value.setHSL( 0.05, 1.0, 0.5 );
- var texture = new THREE.TextureLoader().load( "textures/UV_Grid_Sm.jpg" );
- texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
- var materials = {
- "chrome" :
- {
- m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
- h: 0, s: 0, l: 1
- },
- "liquid" :
- {
- m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
- h: 0, s: 0, l: 1
- },
- "shiny" :
- {
- m: new THREE.MeshStandardMaterial( { color: 0x550000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ),
- h: 0, s: 0.8, l: 0.2
- },
- "matte" :
- {
- m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
- h: 0, s: 0, l: 1
- },
- "flat" :
- {
- m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, shading: THREE.FlatShading } ),
- h: 0, s: 0, l: 1
- },
- "textured" :
- {
- m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
- h: 0, s: 0, l: 1
- },
- "colors" :
- {
- m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
- h: 0, s: 0, l: 1
- },
- "plastic" :
- {
- m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
- h: 0.6, s: 0.8, l: 0.1
- },
- "toon1" :
- {
- m: toonMaterial1,
- h: 0.2, s: 1, l: 0.75
- },
- "toon2" :
- {
- m: toonMaterial2,
- h: 0.4, s: 1, l: 0.75
- },
- "hatching" :
- {
- m: hatchingMaterial,
- h: 0.2, s: 1, l: 0.9
- },
- "hatching2" :
- {
- m: hatchingMaterial2,
- h: 0.0, s: 0.8, l: 0.5
- },
- "dotted" :
- {
- m: dottedMaterial,
- h: 0.2, s: 1, l: 0.9
- },
- "dotted2" :
- {
- m: dottedMaterial2,
- h: 0.1, s: 1, l: 0.5
- }
- };
- return materials;
- }
- function createShaderMaterial( id, light, ambientLight ) {
- var shader = THREE.ShaderToon[ id ];
- var u = THREE.UniformsUtils.clone( shader.uniforms );
- var vs = shader.vertexShader;
- var fs = shader.fragmentShader;
- var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
- material.uniforms.uDirLightPos.value = light.position;
- material.uniforms.uDirLightColor.value = light.color;
- material.uniforms.uAmbientLightColor.value = ambientLight.color;
- return material;
- }
- //
- function setupGui() {
- var createHandler = function( id ) {
- return function() {
- var mat_old = materials[ current_material ];
- mat_old.h = m_h.getValue();
- mat_old.s = m_s.getValue();
- mat_old.l = m_l.getValue();
- current_material = id;
- var mat = materials[ id ];
- effect.material = mat.m;
- m_h.setValue( mat.h );
- m_s.setValue( mat.s );
- m_l.setValue( mat.l );
- if ( current_material === "textured" ) {
- effect.enableUvs = true;
- } else {
- effect.enableUvs = false;
- }
- if ( current_material === "colors" ) {
- effect.enableColors = true;
- } else {
- effect.enableColors = false;
- }
- };
- };
- effectController = {
- material: "shiny",
- speed: 1.0,
- numBlobs: 10,
- resolution: 28,
- isolation: 80,
- floor: true,
- wallx: false,
- wallz: false,
- hue: 0.0,
- saturation: 0.8,
- lightness: 0.1,
- lhue: 0.04,
- lsaturation: 1.0,
- llightness: 0.5,
- lx: 0.5,
- ly: 0.5,
- lz: 1.0,
- postprocessing: false,
- dummy: function() {
- }
- };
- var h, m_h, m_s, m_l;
- var gui = new dat.GUI();
- // material (type)
- h = gui.addFolder( "Materials" );
- for ( var m in materials ) {
- effectController[ m ] = createHandler( m );
- h.add( effectController, m ).name( m );
- }
- // material (color)
- h = gui.addFolder( "Material color" );
- m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
- m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
- m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
- // light (point)
- h = gui.addFolder( "Point light color" );
- h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name("hue");
- h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name("saturation");
- h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name("lightness");
- // light (directional)
- h = gui.addFolder( "Directional light orientation" );
- h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name("x");
- h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name("y");
- h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name("z");
- // simulation
- h = gui.addFolder( "Simulation" );
- h.add( effectController, "speed", 0.1, 8.0, 0.05 );
- h.add( effectController, "numBlobs", 1, 50, 1 );
- h.add( effectController, "resolution", 14, 100, 1 );
- h.add( effectController, "isolation", 10, 300, 1 );
- h.add( effectController, "floor" );
- h.add( effectController, "wallx" );
- h.add( effectController, "wallz" );
- // rendering
- h = gui.addFolder( "Rendering" );
- h.add( effectController, "postprocessing" );
- }
- // this controls content of marching cubes voxel field
- function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
- object.reset();
- // fill the field with some metaballs
- var i, ballx, bally, ballz, subtract, strength;
- subtract = 12;
- strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
- for ( i = 0; i < numblobs; i ++ ) {
- ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
- bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
- ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
- object.addBall(ballx, bally, ballz, strength, subtract);
- }
- if ( floor ) object.addPlaneY( 2, 12 );
- if ( wallz ) object.addPlaneZ( 2, 12 );
- if ( wallx ) object.addPlaneX( 2, 12 );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var delta = clock.getDelta();
- time += delta * effectController.speed * 0.5;
- controls.update( delta );
- // marching cubes
- if ( effectController.resolution !== resolution ) {
- resolution = effectController.resolution;
- effect.init( Math.floor( resolution ) );
- }
- if ( effectController.isolation !== effect.isolation ) {
- effect.isolation = effectController.isolation;
- }
- updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
- // materials
- if ( effect.material instanceof THREE.ShaderMaterial ) {
- if ( current_material === "dotted2" ) {
- effect.material.uniforms.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
- } else if ( current_material === "hatching2" ) {
- u = effect.material.uniforms;
- u.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
- u.uLineColor2.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
- u.uLineColor3.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
- u.uLineColor4.value.setHSL( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.lightness );
- } else {
- effect.material.uniforms.uBaseColor.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
- }
- } else {
- effect.material.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
- }
- // lights
- light.position.set( effectController.lx, effectController.ly, effectController.lz );
- light.position.normalize();
- pointLight.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
- // render
- if ( effectController.postprocessing ) {
- composer.render( delta );
- } else {
- renderer.clear();
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
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