webgl_marchingcubes.html 12 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family: Monospace;
  11. font-size: 13px;
  12. text-align: center;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color: #ffffff;
  19. position: absolute;
  20. top: 0px;
  21. width: 100%;
  22. padding: 5px;
  23. }
  24. a {
  25. color: gold;
  26. }
  27. #webglmessage {
  28. font-family: monospace;
  29. font-size: 13px;
  30. text-align: center;
  31. background: rgb(0, 0, 50);
  32. color: #fff;
  33. padding: 1em;
  34. width: 475px;
  35. margin: 5em auto 0;
  36. display: none;
  37. }
  38. </style>
  39. </head>
  40. <body>
  41. <div id="container"></div>
  42. <div id="info">
  43. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
  44. marching cubes -
  45. [based on greggman's <a href="https://webglsamples.org/blob/blob.html">blob</a>, original code by Henrik Rydgård]
  46. </div>
  47. <script src="../build/three.js"></script>
  48. <script src="js/controls/OrbitControls.js"></script>
  49. <script src="js/MarchingCubes.js"></script>
  50. <script src="js/ShaderToon.js"></script>
  51. <script src="js/WebGL.js"></script>
  52. <script src="js/libs/stats.min.js"></script>
  53. <script src="js/libs/dat.gui.min.js"></script>
  54. <script>
  55. if ( WEBGL.isWebGLAvailable() === false ) {
  56. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  57. }
  58. var container, stats;
  59. var camera, scene, renderer;
  60. var materials, current_material;
  61. var light, pointLight, ambientLight;
  62. var effect, resolution;
  63. var effectController;
  64. var time = 0;
  65. var clock = new THREE.Clock();
  66. init();
  67. animate();
  68. function init() {
  69. container = document.getElementById( 'container' );
  70. // CAMERA
  71. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  72. camera.position.set( - 500, 500, 1500 );
  73. // SCENE
  74. scene = new THREE.Scene();
  75. scene.background = new THREE.Color( 0x050505 );
  76. // LIGHTS
  77. light = new THREE.DirectionalLight( 0xffffff );
  78. light.position.set( 0.5, 0.5, 1 );
  79. scene.add( light );
  80. pointLight = new THREE.PointLight( 0xff3300 );
  81. pointLight.position.set( 0, 0, 100 );
  82. scene.add( pointLight );
  83. ambientLight = new THREE.AmbientLight( 0x080808 );
  84. scene.add( ambientLight );
  85. // MATERIALS
  86. materials = generateMaterials();
  87. current_material = "shiny";
  88. // MARCHING CUBES
  89. resolution = 28;
  90. effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
  91. effect.position.set( 0, 0, 0 );
  92. effect.scale.set( 700, 700, 700 );
  93. effect.enableUvs = false;
  94. effect.enableColors = false;
  95. scene.add( effect );
  96. // RENDERER
  97. renderer = new THREE.WebGLRenderer();
  98. renderer.gammaOutput = true;
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. renderer.domElement.style.position = "absolute";
  102. renderer.domElement.style.top = "0px";
  103. renderer.domElement.style.left = "0px";
  104. container.appendChild( renderer.domElement );
  105. // CONTROLS
  106. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  107. // STATS
  108. stats = new Stats();
  109. container.appendChild( stats.dom );
  110. // GUI
  111. setupGui();
  112. // EVENTS
  113. window.addEventListener( 'resize', onWindowResize, false );
  114. }
  115. //
  116. function onWindowResize() {
  117. camera.aspect = window.innerWidth / window.innerHeight;
  118. camera.updateProjectionMatrix();
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. }
  121. function generateMaterials() {
  122. // environment map
  123. var path = "textures/cube/SwedishRoyalCastle/";
  124. var format = '.jpg';
  125. var urls = [
  126. path + 'px' + format, path + 'nx' + format,
  127. path + 'py' + format, path + 'ny' + format,
  128. path + 'pz' + format, path + 'nz' + format
  129. ];
  130. var cubeTextureLoader = new THREE.CubeTextureLoader();
  131. var reflectionCube = cubeTextureLoader.load( urls );
  132. var refractionCube = cubeTextureLoader.load( urls );
  133. refractionCube.mapping = THREE.CubeRefractionMapping;
  134. // toons
  135. var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight );
  136. var toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight );
  137. var hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight );
  138. var dottedMaterial = createShaderMaterial( "dotted", light, ambientLight );
  139. var texture = new THREE.TextureLoader().load( "textures/UV_Grid_Sm.jpg" );
  140. texture.wrapS = THREE.RepeatWrapping;
  141. texture.wrapT = THREE.RepeatWrapping;
  142. var materials = {
  143. "chrome": {
  144. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
  145. h: 0, s: 0, l: 1
  146. },
  147. "liquid": {
  148. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
  149. h: 0, s: 0, l: 1
  150. },
  151. "shiny": {
  152. m: new THREE.MeshStandardMaterial( { color: 0x550000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ),
  153. h: 0, s: 0.8, l: 0.2
  154. },
  155. "matte": {
  156. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
  157. h: 0, s: 0, l: 1
  158. },
  159. "flat": {
  160. m: new THREE.MeshLambertMaterial( { color: 0x000000, flatShading: true } ),
  161. h: 0, s: 0, l: 1
  162. },
  163. "textured": {
  164. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
  165. h: 0, s: 0, l: 1
  166. },
  167. "colors": {
  168. m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
  169. h: 0, s: 0, l: 1
  170. },
  171. "multiColors": {
  172. m: new THREE.MeshPhongMaterial( { shininess: 2, vertexColors: THREE.VertexColors } ),
  173. h: 0, s: 0, l: 1
  174. },
  175. "plastic": {
  176. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
  177. h: 0.6, s: 0.8, l: 0.1
  178. },
  179. "toon1": {
  180. m: toonMaterial1,
  181. h: 0.2, s: 1, l: 0.75
  182. },
  183. "toon2": {
  184. m: toonMaterial2,
  185. h: 0.4, s: 1, l: 0.75
  186. },
  187. "hatching": {
  188. m: hatchingMaterial,
  189. h: 0.2, s: 1, l: 0.9
  190. },
  191. "dotted": {
  192. m: dottedMaterial,
  193. h: 0.2, s: 1, l: 0.9
  194. }
  195. };
  196. return materials;
  197. }
  198. function createShaderMaterial( id, light, ambientLight ) {
  199. var shader = THREE.ShaderToon[ id ];
  200. var u = THREE.UniformsUtils.clone( shader.uniforms );
  201. var vs = shader.vertexShader;
  202. var fs = shader.fragmentShader;
  203. var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
  204. material.uniforms[ "uDirLightPos" ].value = light.position;
  205. material.uniforms[ "uDirLightColor" ].value = light.color;
  206. material.uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
  207. return material;
  208. }
  209. //
  210. function setupGui() {
  211. var createHandler = function ( id ) {
  212. return function () {
  213. var mat_old = materials[ current_material ];
  214. mat_old.h = m_h.getValue();
  215. mat_old.s = m_s.getValue();
  216. mat_old.l = m_l.getValue();
  217. current_material = id;
  218. var mat = materials[ id ];
  219. effect.material = mat.m;
  220. m_h.setValue( mat.h );
  221. m_s.setValue( mat.s );
  222. m_l.setValue( mat.l );
  223. effect.enableUvs = ( current_material === "textured" ) ? true : false;
  224. effect.enableColors = ( current_material === "colors" || current_material === "multiColors" ) ? true : false;
  225. };
  226. };
  227. effectController = {
  228. material: "shiny",
  229. speed: 1.0,
  230. numBlobs: 10,
  231. resolution: 28,
  232. isolation: 80,
  233. floor: true,
  234. wallx: false,
  235. wallz: false,
  236. hue: 0.0,
  237. saturation: 0.8,
  238. lightness: 0.1,
  239. lhue: 0.04,
  240. lsaturation: 1.0,
  241. llightness: 0.5,
  242. lx: 0.5,
  243. ly: 0.5,
  244. lz: 1.0,
  245. dummy: function () {}
  246. };
  247. var h, m_h, m_s, m_l;
  248. var gui = new dat.GUI();
  249. // material (type)
  250. h = gui.addFolder( "Materials" );
  251. for ( var m in materials ) {
  252. effectController[ m ] = createHandler( m );
  253. h.add( effectController, m ).name( m );
  254. }
  255. // material (color)
  256. h = gui.addFolder( "Material color" );
  257. m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
  258. m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
  259. m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
  260. // light (point)
  261. h = gui.addFolder( "Point light color" );
  262. h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name( "hue" );
  263. h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name( "saturation" );
  264. h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name( "lightness" );
  265. // light (directional)
  266. h = gui.addFolder( "Directional light orientation" );
  267. h.add( effectController, "lx", - 1.0, 1.0, 0.025 ).name( "x" );
  268. h.add( effectController, "ly", - 1.0, 1.0, 0.025 ).name( "y" );
  269. h.add( effectController, "lz", - 1.0, 1.0, 0.025 ).name( "z" );
  270. // simulation
  271. h = gui.addFolder( "Simulation" );
  272. h.add( effectController, "speed", 0.1, 8.0, 0.05 );
  273. h.add( effectController, "numBlobs", 1, 50, 1 );
  274. h.add( effectController, "resolution", 14, 100, 1 );
  275. h.add( effectController, "isolation", 10, 300, 1 );
  276. h.add( effectController, "floor" );
  277. h.add( effectController, "wallx" );
  278. h.add( effectController, "wallz" );
  279. }
  280. // this controls content of marching cubes voxel field
  281. function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
  282. object.reset();
  283. // fill the field with some metaballs
  284. var i, ballx, bally, ballz, subtract, strength;
  285. var rainbow = [
  286. new THREE.Color(0xff0000),
  287. new THREE.Color(0xff7f00),
  288. new THREE.Color(0xffff00),
  289. new THREE.Color(0x00ff00),
  290. new THREE.Color(0x0000ff),
  291. new THREE.Color(0x4b0082),
  292. new THREE.Color(0x9400d3)
  293. ];
  294. subtract = 12;
  295. strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
  296. for ( i = 0; i < numblobs; i ++ ) {
  297. ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
  298. bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
  299. ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
  300. if ( current_material === 'multiColors' ) {
  301. object.addBall( ballx, bally, ballz, strength, subtract, rainbow[i % 7] );
  302. } else {
  303. object.addBall( ballx, bally, ballz, strength, subtract );
  304. }
  305. }
  306. if ( floor ) object.addPlaneY( 2, 12 );
  307. if ( wallz ) object.addPlaneZ( 2, 12 );
  308. if ( wallx ) object.addPlaneX( 2, 12 );
  309. }
  310. //
  311. function animate() {
  312. requestAnimationFrame( animate );
  313. render();
  314. stats.update();
  315. }
  316. function render() {
  317. var delta = clock.getDelta();
  318. time += delta * effectController.speed * 0.5;
  319. // marching cubes
  320. if ( effectController.resolution !== resolution ) {
  321. resolution = effectController.resolution;
  322. effect.init( Math.floor( resolution ) );
  323. }
  324. if ( effectController.isolation !== effect.isolation ) {
  325. effect.isolation = effectController.isolation;
  326. }
  327. updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
  328. // materials
  329. if ( effect.material instanceof THREE.ShaderMaterial ) {
  330. effect.material.uniforms[ "uBaseColor" ].value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  331. } else {
  332. effect.material.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
  333. }
  334. // lights
  335. light.position.set( effectController.lx, effectController.ly, effectController.lz );
  336. light.position.normalize();
  337. pointLight.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
  338. // render
  339. renderer.render( scene, camera );
  340. }
  341. </script>
  342. </body>
  343. </html>