webgl_marching_cubes.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/TrackballControls.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( { clearColor: 0x050505, clearAlpha: 1, alpha: false } );
  113. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  114. renderer.domElement.style.position = "absolute";
  115. renderer.domElement.style.top = MARGIN + "px";
  116. renderer.domElement.style.left = "0px";
  117. container.appendChild( renderer.domElement );
  118. //
  119. renderer.gammaInput = true;
  120. renderer.gammaOutput = true;
  121. renderer.physicallyBasedShading = true;
  122. // CONTROLS
  123. controls = new THREE.TrackballControls( camera, renderer.domElement );
  124. // STATS
  125. stats = new Stats();
  126. container.appendChild( stats.domElement );
  127. // COMPOSER
  128. renderer.autoClear = false;
  129. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  130. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  131. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  132. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  133. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  134. var bluriness = 8;
  135. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  136. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  137. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  138. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  139. composer = new THREE.EffectComposer( renderer, renderTarget );
  140. var renderModel = new THREE.RenderPass( scene, camera );
  141. vblur.renderToScreen = true;
  142. //effectFXAA.renderToScreen = true;
  143. composer = new THREE.EffectComposer( renderer, renderTarget );
  144. composer.addPass( renderModel );
  145. composer.addPass( effectFXAA );
  146. composer.addPass( hblur );
  147. composer.addPass( vblur );
  148. // GUI
  149. setupGui();
  150. // EVENTS
  151. window.addEventListener( 'resize', onWindowResize, false );
  152. }
  153. //
  154. function onWindowResize( event ) {
  155. SCREEN_WIDTH = window.innerWidth;
  156. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  157. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  158. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  159. camera.updateProjectionMatrix();
  160. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  161. composer.reset( renderTarget );
  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 reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  176. reflectionCube.format = THREE.RGBFormat;
  177. var refractionCube = new THREE.Texture( reflectionCube.image, new THREE.CubeRefractionMapping() );
  178. reflectionCube.format = THREE.RGBFormat;
  179. // toons
  180. var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
  181. toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
  182. hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
  183. hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
  184. dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
  185. dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
  186. hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  187. hatchingMaterial2.uniforms.uLineColor1.value.setHSV( 0, 0.9, 0.9 );
  188. hatchingMaterial2.uniforms.uLineColor2.value.setHSV( 0, 0.9, 0.9 );
  189. hatchingMaterial2.uniforms.uLineColor3.value.setHSV( 0, 0.9, 0.9 );
  190. hatchingMaterial2.uniforms.uLineColor4.value.setHSV( 0.1, 0.9, 0.9 );
  191. dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  192. dottedMaterial2.uniforms.uLineColor1.value.setHSV( 0.05, 1.0, 1.0 );
  193. var texture = THREE.ImageUtils.loadTexture( "textures/ash_uvgrid01.jpg" );
  194. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  195. var materials = {
  196. "chrome" :
  197. {
  198. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
  199. h: 0, s: 0, v: 1
  200. },
  201. "liquid" :
  202. {
  203. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
  204. h: 0, s: 0, v: 1
  205. },
  206. "shiny" :
  207. {
  208. m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, metal: true } ),
  209. h: 0, s: 0.9, v: 0.3
  210. },
  211. "matte" :
  212. {
  213. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
  214. h: 0, s: 0, v: 1
  215. },
  216. "flat" :
  217. {
  218. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, shading: THREE.FlatShading } ),
  219. h: 0, s: 0, v: 1
  220. },
  221. "textured" :
  222. {
  223. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
  224. h: 0, s: 0, v: 1
  225. },
  226. "colors" :
  227. {
  228. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
  229. h: 0, s: 0, v: 1
  230. },
  231. "plastic" :
  232. {
  233. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, ambient: 0x000000, shininess: 250 } ),
  234. h: 0.6, s: 0.9, v: 0.2
  235. },
  236. "toon1" :
  237. {
  238. m: toonMaterial1,
  239. h: 0.2, s: 0.5, v: 1
  240. },
  241. "toon2" :
  242. {
  243. m: toonMaterial2,
  244. h: 0.4, s: 0.5, v: 1
  245. },
  246. "hatching" :
  247. {
  248. m: hatchingMaterial,
  249. h: 0.2, s: 0.2, v: 1
  250. },
  251. "hatching2" :
  252. {
  253. m: hatchingMaterial2,
  254. h: 0.0, s: 0.9, v: 0.9
  255. },
  256. "dotted" :
  257. {
  258. m: dottedMaterial,
  259. h: 0.2, s: 0.2, v: 1
  260. },
  261. "dotted2" :
  262. {
  263. m: dottedMaterial2,
  264. h: 0.1, s: 1.0, v: 1
  265. }
  266. };
  267. return materials;
  268. }
  269. function createShaderMaterial( id, light, ambientLight ) {
  270. var shader = THREE.ShaderToon[ id ];
  271. var u = THREE.UniformsUtils.clone( shader.uniforms );
  272. var vs = shader.vertexShader;
  273. var fs = shader.fragmentShader;
  274. var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
  275. material.uniforms.uDirLightPos.value = light.position;
  276. material.uniforms.uDirLightColor.value = light.color;
  277. material.uniforms.uAmbientLightColor.value = ambientLight.color;
  278. return material;
  279. }
  280. //
  281. function setupGui() {
  282. var createHandler = function( id ) {
  283. return function() {
  284. var mat_old = materials[ current_material ];
  285. mat_old.h = m_h.getValue();
  286. mat_old.s = m_s.getValue();
  287. mat_old.v = m_v.getValue();
  288. current_material = id;
  289. var mat = materials[ id ];
  290. effect.material = mat.m;
  291. m_h.setValue( mat.h );
  292. m_s.setValue( mat.s );
  293. m_v.setValue( mat.v );
  294. if ( current_material === "textured" ) {
  295. effect.enableUvs = true;
  296. } else {
  297. effect.enableUvs = false;
  298. }
  299. if ( current_material === "colors" ) {
  300. effect.enableColors = true;
  301. } else {
  302. effect.enableColors = false;
  303. }
  304. };
  305. };
  306. effectController = {
  307. material: "shiny",
  308. speed : 1.0,
  309. numBlobs: 10,
  310. resolution: 28,
  311. isolation: 80,
  312. floor: true,
  313. wallx: false,
  314. wallz: false,
  315. hue: 0.0,
  316. saturation: 0.9,
  317. value: 0.3,
  318. lhue: 0.04,
  319. lsaturation: 1.0,
  320. lvalue: 1.0,
  321. lx: 0.5,
  322. ly: 0.5,
  323. lz: 1.0,
  324. postprocessing: false,
  325. dummy: function() {
  326. }
  327. };
  328. var h, m_h, m_s, m_v;
  329. var gui = new dat.GUI();
  330. // material (type)
  331. h = gui.addFolder( "Materials" );
  332. for ( var m in materials ) {
  333. effectController[ m ] = createHandler( m );
  334. h.add( effectController, m ).name( m );
  335. }
  336. // material (color)
  337. h = gui.addFolder( "Material color" );
  338. m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
  339. m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
  340. m_v = h.add( effectController, "value", 0.0, 1.0, 0.025 );
  341. // light (point)
  342. h = gui.addFolder( "Point light color" );
  343. h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name("hue");
  344. h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name("saturation");
  345. h.add( effectController, "lvalue", 0.0, 1.0, 0.025 ).name("value");
  346. // light (directional)
  347. h = gui.addFolder( "Directional light orientation" );
  348. h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name("x");
  349. h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name("y");
  350. h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name("z");
  351. // simulation
  352. h = gui.addFolder( "Simulation" );
  353. h.add( effectController, "speed", 0.1, 8.0, 0.05 );
  354. h.add( effectController, "numBlobs", 1, 50, 1 );
  355. h.add( effectController, "resolution", 14, 40, 1 );
  356. h.add( effectController, "isolation", 10, 300, 1 );
  357. h.add( effectController, "floor" );
  358. h.add( effectController, "wallx" );
  359. h.add( effectController, "wallz" );
  360. // rendering
  361. h = gui.addFolder( "Rendering" );
  362. h.add( effectController, "postprocessing" );
  363. }
  364. // this controls content of marching cubes voxel field
  365. function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
  366. object.reset();
  367. // fill the field with some metaballs
  368. var i, ballx, bally, ballz, subtract, strength;
  369. subtract = 12;
  370. strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
  371. for ( i = 0; i < numblobs; i ++ ) {
  372. ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
  373. bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
  374. ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
  375. object.addBall(ballx, bally, ballz, strength, subtract);
  376. }
  377. if ( floor ) object.addPlaneY( 2, 12 );
  378. if ( wallz ) object.addPlaneZ( 2, 12 );
  379. if ( wallx ) object.addPlaneX( 2, 12 );
  380. }
  381. //
  382. function animate() {
  383. requestAnimationFrame( animate );
  384. render();
  385. stats.update();
  386. }
  387. function render() {
  388. var delta = clock.getDelta();
  389. time += delta * effectController.speed * 0.5;
  390. controls.update( delta );
  391. // marching cubes
  392. if ( effectController.resolution !== resolution ) {
  393. resolution = effectController.resolution;
  394. effect.init( resolution );
  395. }
  396. if ( effectController.isolation !== effect.isolation ) {
  397. effect.isolation = effectController.isolation;
  398. }
  399. updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
  400. // materials
  401. if ( effect.material instanceof THREE.ShaderMaterial ) {
  402. if ( current_material === "dotted2" ) {
  403. effect.material.uniforms.uLineColor1.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  404. } else if ( current_material === "hatching2" ) {
  405. u = effect.material.uniforms;
  406. u.uLineColor1.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  407. u.uLineColor2.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  408. u.uLineColor3.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  409. u.uLineColor4.value.setHSV( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.value );
  410. } else {
  411. effect.material.uniforms.uBaseColor.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  412. }
  413. } else {
  414. effect.material.color.setHSV( effectController.hue, effectController.saturation, effectController.value );
  415. }
  416. // lights
  417. light.position.set( effectController.lx, effectController.ly, effectController.lz );
  418. light.position.normalize();
  419. pointLight.color.setHSV( effectController.lhue, effectController.lsaturation, effectController.lvalue );
  420. // render
  421. if ( effectController.postprocessing ) {
  422. composer.render( delta );
  423. } else {
  424. renderer.clear();
  425. renderer.render( scene, camera );
  426. }
  427. }
  428. </script>
  429. </body>
  430. </html>