webgl_lines_colors.html 9.8 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/ThreeExtras.js"></script>
  40. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  41. <script type="text/javascript" src="js/Stats.js"></script>
  42. <script type="text/javascript">
  43. if ( ! THREE.Detector.webgl ) THREE.Detector.addGetWebGLMessage();
  44. var mouseX = 0, mouseY = 0,
  45. windowHalfX = window.innerWidth / 2,
  46. windowHalfY = window.innerHeight / 2,
  47. camera, scene, renderer, material;
  48. var cameraOrtho, sceneScreen, rtTexture1, rtTexture2, rtTexture3, materialScreen, materialConvolution, blurx, blury, quadScreen;
  49. init();
  50. animate();
  51. function init() {
  52. var i, container;
  53. container = document.createElement('div');
  54. document.body.appendChild(container);
  55. camera = new THREE.Camera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
  56. camera.position.z = 700;
  57. scene = new THREE.Scene();
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.autoClear = false;
  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.vertex_colors = 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. // postprocessing
  97. cameraOrtho = new THREE.Camera();
  98. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  99. cameraOrtho.position.z = 100;
  100. sceneScreen = new THREE.Scene();
  101. var pars = { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter };
  102. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
  103. rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
  104. rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
  105. var screen_shader = ShaderUtils.lib["screen"];
  106. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  107. screen_uniforms["tDiffuse"].texture = rtTexture1;
  108. screen_uniforms["opacity"].value = 1.0;
  109. materialScreen = new THREE.MeshShaderMaterial( {
  110. uniforms: screen_uniforms,
  111. vertex_shader: screen_shader.vertex_shader,
  112. fragment_shader: screen_shader.fragment_shader,
  113. blending: THREE.AdditiveBlending
  114. } );
  115. var convolution_shader = ShaderUtils.lib["convolution"];
  116. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  117. blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  118. blury = new THREE.Vector2( 0.0, 0.001953125 );
  119. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  120. convolution_uniforms["uImageIncrement"].value = blurx;
  121. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  122. materialConvolution = new THREE.MeshShaderMaterial( {
  123. uniforms: convolution_uniforms,
  124. vertex_shader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertex_shader,
  125. fragment_shader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragment_shader
  126. } );
  127. var plane = new Plane( window.innerWidth, window.innerHeight );
  128. quadScreen = new THREE.Mesh( plane, materialConvolution );
  129. quadScreen.position.z = -100;
  130. sceneScreen.addObject( quadScreen );
  131. stats = new Stats();
  132. stats.domElement.style.position = 'absolute';
  133. stats.domElement.style.top = '0px';
  134. //container.appendChild(stats.domElement);
  135. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  136. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  137. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  138. }
  139. // port of Processing Java code by Thomas Diewald
  140. // http://www.openprocessing.org/visuals/?visualID=15599
  141. function hilbert3D( center, side, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
  142. var half = side/2,
  143. vec_s = [
  144. new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
  145. new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
  146. new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
  147. new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
  148. new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
  149. new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
  150. new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
  151. new THREE.Vector3( center.x + half, center.y + half, center.z - half )
  152. ],
  153. 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 ] ];
  154. if( --iterations >= 0 ) {
  155. var tmp = [];
  156. tmp = tmp.concat( hilbert3D ( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
  157. tmp = tmp.concat( hilbert3D ( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  158. tmp = tmp.concat( hilbert3D ( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  159. tmp = tmp.concat( hilbert3D ( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  160. tmp = tmp.concat( hilbert3D ( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  161. tmp = tmp.concat( hilbert3D ( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  162. tmp = tmp.concat( hilbert3D ( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  163. tmp = tmp.concat( hilbert3D ( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
  164. return tmp;
  165. }
  166. return vec;
  167. }
  168. //
  169. function onDocumentMouseMove(event) {
  170. mouseX = event.clientX - windowHalfX;
  171. mouseY = event.clientY - windowHalfY;
  172. }
  173. function onDocumentTouchStart( event ) {
  174. if ( event.touches.length > 1 ) {
  175. event.preventDefault();
  176. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  177. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  178. }
  179. }
  180. function onDocumentTouchMove( event ) {
  181. if ( event.touches.length == 1 ) {
  182. event.preventDefault();
  183. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  184. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  185. }
  186. }
  187. //
  188. function animate() {
  189. requestAnimationFrame( animate );
  190. render();
  191. }
  192. function render() {
  193. camera.position.x += ( mouseX - camera.position.x ) * .05;
  194. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  195. camera.updateMatrix();
  196. var time = new Date().getTime() * 0.0005;
  197. for( var i = 0; i<scene.objects.length; i++ ) {
  198. scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
  199. }
  200. //renderer.render( scene, camera );
  201. renderer.clear();
  202. // Render scene into texture
  203. renderer.render( scene, camera, rtTexture1 );
  204. // Render quad with blured scene into texture (convolution pass 1)
  205. quadScreen.materials = [ materialConvolution ];
  206. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  207. materialConvolution.uniforms.uImageIncrement.value = blurx;
  208. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  209. // Render quad with blured scene into texture (convolution pass 2)
  210. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  211. materialConvolution.uniforms.uImageIncrement.value = blury;
  212. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  213. // Render original scene with superimposed blur to texture
  214. quadScreen.materials = [ materialScreen ];
  215. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  216. materialScreen.uniforms.opacity.value = 1.3;
  217. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  218. // Render to screen
  219. materialScreen.uniforms.tDiffuse.texture = rtTexture1;
  220. renderer.render( sceneScreen, cameraOrtho );
  221. }
  222. </script>
  223. </body>
  224. </html>