webgl_lines_splines.html 12 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lines - splines</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> - splines 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. Catmull-Rom spline thanks to <a href="https://github.com/sole/tween.js">sole</a>]
  39. </div>
  40. <script type="text/javascript" src="../build/Three.js"></script>
  41. <script type="text/javascript" src="js/Detector.js"></script>
  42. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  43. <script type="text/javascript" src="js/Stats.js"></script>
  44. <script type="text/javascript">
  45. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  46. var postprocessing = false;
  47. var mouseX = 0, mouseY = 0,
  48. windowHalfX = window.innerWidth / 2,
  49. windowHalfY = window.innerHeight / 2,
  50. camera, scene, renderer, material;
  51. var cameraOrtho, sceneScreen, rtTexture1, rtTexture2, rtTexture3, materialScreen, materialConvolution, blurx, blury, quadScreen;
  52. init();
  53. animate();
  54. function init() {
  55. var i, n_sub, container;
  56. container = document.createElement('div');
  57. document.body.appendChild(container);
  58. camera = new THREE.Camera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
  59. camera.position.z = 700;
  60. scene = new THREE.Scene();
  61. renderer = new THREE.WebGLRenderer();
  62. renderer.setSize( window.innerWidth, window.innerHeight );
  63. renderer.autoClear = false;
  64. container.appendChild( renderer.domElement );
  65. var geometry = new THREE.Geometry(),
  66. geometry2 = new THREE.Geometry(),
  67. geometry3 = new THREE.Geometry(),
  68. points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 ),
  69. colors = [], colors2 = [], colors3 = [];
  70. n_sub = 6;
  71. var position, index;
  72. var spline = new Spline();
  73. for ( i = 0; i < points.length * n_sub; i ++ ) {
  74. index = i / ( points.length * n_sub );
  75. position = spline.get2DPoint( points, index );
  76. geometry.vertices[ i ] = new THREE.Vertex( new THREE.Vector3( position.x, position.y, position.z ) );
  77. colors[ i ] = new THREE.Color( 0xffffff );
  78. colors[ i ].setHSV( 0.6, ( 200 + position.x ) / 400, 1.0 );
  79. colors2[ i ] = new THREE.Color( 0xffffff );
  80. //colors2[ i ].setHSV( 0.1, 1.0, ( 200 + position.x ) / 400 );
  81. colors2[ i ].setHSV( 0.9, ( 200 + position.y ) / 400, 1.0 );
  82. colors3[ i ] = new THREE.Color( 0xffffff );
  83. colors3[ i ].setHSV( i / ( points.length * n_sub ), 1.0, 1.0 );
  84. }
  85. geometry2.vertices = geometry3.vertices = geometry.vertices;
  86. geometry.colors = colors;
  87. geometry2.colors = colors2;
  88. geometry3.colors = colors3;
  89. // lines
  90. material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3 } );
  91. var line, p, scale = 0.3, d = 225,
  92. parameters = [ [ material, scale*1.5, [-d,0,0], geometry ],
  93. [ material, scale*1.5, [0,0,0], geometry2 ],
  94. [ material, scale*1.5, [d,0,0], geometry3 ] ];
  95. material.vertexColors = true;
  96. for ( i = 0; i < parameters.length; ++i ) {
  97. p = parameters[ i ];
  98. line = new THREE.Line( p[ 3 ], p[ 0 ] );
  99. line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
  100. line.position.x = p[ 2 ][ 0 ];
  101. line.position.y = p[ 2 ][ 1 ];
  102. line.position.z = p[ 2 ][ 2 ];
  103. scene.addObject( line );
  104. }
  105. // postprocessing
  106. cameraOrtho = new THREE.Camera();
  107. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  108. cameraOrtho.position.z = 100;
  109. sceneScreen = new THREE.Scene();
  110. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
  111. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
  112. rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
  113. rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
  114. var screen_shader = ShaderUtils.lib["screen"];
  115. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  116. screen_uniforms["tDiffuse"].texture = rtTexture1;
  117. screen_uniforms["opacity"].value = 1.0;
  118. materialScreen = new THREE.MeshShaderMaterial( {
  119. uniforms: screen_uniforms,
  120. vertexShader: screen_shader.vertexShader,
  121. fragmentShader: screen_shader.fragmentShader,
  122. blending: THREE.AdditiveBlending
  123. } );
  124. var convolution_shader = ShaderUtils.lib["convolution"];
  125. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  126. blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  127. blury = new THREE.Vector2( 0.0, 0.001953125 );
  128. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  129. convolution_uniforms["uImageIncrement"].value = blurx;
  130. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  131. materialConvolution = new THREE.MeshShaderMaterial( {
  132. uniforms: convolution_uniforms,
  133. vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
  134. fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
  135. } );
  136. var plane = new Plane( window.innerWidth, window.innerHeight );
  137. quadScreen = new THREE.Mesh( plane, materialConvolution );
  138. quadScreen.position.z = -100;
  139. sceneScreen.addObject( quadScreen );
  140. stats = new Stats();
  141. stats.domElement.style.position = 'absolute';
  142. stats.domElement.style.top = '0px';
  143. //container.appendChild(stats.domElement);
  144. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  145. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  146. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  147. }
  148. // Spline from Tween.js, slightly optimized
  149. // http://sole.github.com/tween.js/examples/05_spline.html
  150. function Spline() {
  151. var c = [], v3 = { x: 0, y: 0, z: 0 },
  152. point, intPoint, weight, w2, w3,
  153. pa, pb, pc, pd;
  154. this.get2DPoint = function ( points, k ) {
  155. point = ( points.length - 1 ) * k;
  156. intPoint = Math.floor( point );
  157. weight = point - intPoint;
  158. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  159. c[ 1 ] = intPoint;
  160. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  161. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  162. pa = points[ c[ 0 ] ];
  163. pb = points[ c[ 1 ] ];
  164. pc = points[ c[ 2 ] ];
  165. pd = points[ c[ 3 ] ];
  166. w2 = weight * weight;
  167. w3 = weight * w2;
  168. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  169. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  170. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  171. return v3;
  172. }
  173. // Catmull-Rom
  174. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  175. var v0 = ( p2 - p0 ) * 0.5,
  176. v1 = ( p3 - p1 ) * 0.5;
  177. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  178. }
  179. }
  180. // port of Processing Java code by Thomas Diewald
  181. // http://www.openprocessing.org/visuals/?visualID=15599
  182. function hilbert3D( center, side, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
  183. var half = side/2,
  184. vec_s = [
  185. new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
  186. new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
  187. new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
  188. new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
  189. new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
  190. new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
  191. new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
  192. new THREE.Vector3( center.x + half, center.y + half, center.z - half )
  193. ],
  194. 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 ] ];
  195. if( --iterations >= 0 ) {
  196. var tmp = [];
  197. tmp = tmp.concat( hilbert3D ( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
  198. tmp = tmp.concat( hilbert3D ( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  199. tmp = tmp.concat( hilbert3D ( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  200. tmp = tmp.concat( hilbert3D ( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  201. tmp = tmp.concat( hilbert3D ( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  202. tmp = tmp.concat( hilbert3D ( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  203. tmp = tmp.concat( hilbert3D ( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  204. tmp = tmp.concat( hilbert3D ( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
  205. return tmp;
  206. }
  207. return vec;
  208. }
  209. //
  210. function onDocumentMouseMove(event) {
  211. mouseX = event.clientX - windowHalfX;
  212. mouseY = event.clientY - windowHalfY;
  213. }
  214. function onDocumentTouchStart( event ) {
  215. if ( event.touches.length > 1 ) {
  216. event.preventDefault();
  217. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  218. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  219. }
  220. }
  221. function onDocumentTouchMove( event ) {
  222. if ( event.touches.length == 1 ) {
  223. event.preventDefault();
  224. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  225. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  226. }
  227. }
  228. //
  229. function animate() {
  230. requestAnimationFrame( animate );
  231. render();
  232. }
  233. function render() {
  234. camera.position.x += ( mouseX - camera.position.x ) * .05;
  235. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  236. camera.updateMatrix();
  237. var time = new Date().getTime() * 0.0005;
  238. for( var i = 0; i<scene.objects.length; i++ ) {
  239. scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
  240. }
  241. renderer.clear();
  242. if ( postprocessing ) {
  243. // Render scene into texture
  244. renderer.render( scene, camera, rtTexture1 );
  245. // Render quad with blured scene into texture (convolution pass 1)
  246. quadScreen.materials = [ materialConvolution ];
  247. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  248. materialConvolution.uniforms.uImageIncrement.value = blurx;
  249. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  250. // Render quad with blured scene into texture (convolution pass 2)
  251. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  252. materialConvolution.uniforms.uImageIncrement.value = blury;
  253. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  254. // Render original scene with superimposed blur to texture
  255. quadScreen.materials = [ materialScreen ];
  256. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  257. materialScreen.uniforms.opacity.value = 1.3;
  258. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  259. // Render to screen
  260. materialScreen.uniforms.tDiffuse.texture = rtTexture1;
  261. renderer.render( sceneScreen, cameraOrtho );
  262. } else {
  263. renderer.render( scene, camera );
  264. }
  265. }
  266. </script>
  267. </body>
  268. </html>