webgl_lines_splines.html 10 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. </div>
  39. <script type="text/javascript" src="../build/Three.js"></script>
  40. <script type="text/javascript" src="js/Detector.js"></script>
  41. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  42. <script type="text/javascript" src="js/Stats.js"></script>
  43. <script type="text/javascript">
  44. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  45. var postprocessing = false;
  46. var mouseX = 0, mouseY = 0,
  47. windowHalfX = window.innerWidth / 2,
  48. windowHalfY = window.innerHeight / 2,
  49. camera, scene, renderer, material;
  50. var cameraOrtho, sceneScreen, rtTexture1, rtTexture2, rtTexture3, materialScreen, materialConvolution, blurx, blury, quadScreen;
  51. init();
  52. animate();
  53. function init() {
  54. var i, n_sub, container;
  55. container = document.createElement('div');
  56. document.body.appendChild(container);
  57. camera = new THREE.Camera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
  58. camera.position.z = 700;
  59. scene = new THREE.Scene();
  60. renderer = new THREE.WebGLRenderer( { antialias: true } );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. renderer.autoClear = false;
  63. container.appendChild( renderer.domElement );
  64. var geometry = new THREE.Geometry(),
  65. geometry2 = new THREE.Geometry(),
  66. geometry3 = new THREE.Geometry(),
  67. points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 ),
  68. colors = [], colors2 = [], colors3 = [];
  69. n_sub = 6;
  70. var position, index;
  71. var spline = new THREE.Spline( points );
  72. for ( i = 0; i < points.length * n_sub; i ++ ) {
  73. index = i / ( points.length * n_sub );
  74. position = spline.getPoint( index );
  75. geometry.vertices[ i ] = new THREE.Vertex( new THREE.Vector3( position.x, position.y, position.z ) );
  76. colors[ i ] = new THREE.Color( 0xffffff );
  77. colors[ i ].setHSV( 0.6, ( 200 + position.x ) / 400, 1.0 );
  78. colors2[ i ] = new THREE.Color( 0xffffff );
  79. //colors2[ i ].setHSV( 0.1, 1.0, ( 200 + position.x ) / 400 );
  80. colors2[ i ].setHSV( 0.9, ( 200 + position.y ) / 400, 1.0 );
  81. colors3[ i ] = new THREE.Color( 0xffffff );
  82. colors3[ i ].setHSV( i / ( points.length * n_sub ), 1.0, 1.0 );
  83. }
  84. geometry2.vertices = geometry3.vertices = geometry.vertices;
  85. geometry.colors = colors;
  86. geometry2.colors = colors2;
  87. geometry3.colors = colors3;
  88. // lines
  89. material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3 } );
  90. var line, p, scale = 0.3, d = 225,
  91. parameters = [ [ material, scale*1.5, [-d,0,0], geometry ],
  92. [ material, scale*1.5, [0,0,0], geometry2 ],
  93. [ material, scale*1.5, [d,0,0], geometry3 ] ];
  94. material.vertexColors = true;
  95. for ( i = 0; i < parameters.length; ++i ) {
  96. p = parameters[ i ];
  97. line = new THREE.Line( p[ 3 ], p[ 0 ] );
  98. line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
  99. line.position.x = p[ 2 ][ 0 ];
  100. line.position.y = p[ 2 ][ 1 ];
  101. line.position.z = p[ 2 ][ 2 ];
  102. scene.addObject( line );
  103. }
  104. // postprocessing
  105. cameraOrtho = new THREE.Camera();
  106. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  107. cameraOrtho.position.z = 100;
  108. sceneScreen = new THREE.Scene();
  109. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
  110. rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  111. rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
  112. rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
  113. var screen_shader = THREE.ShaderUtils.lib["screen"];
  114. var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
  115. screen_uniforms["tDiffuse"].texture = rtTexture1;
  116. screen_uniforms["opacity"].value = 1.0;
  117. materialScreen = new THREE.MeshShaderMaterial( {
  118. uniforms: screen_uniforms,
  119. vertexShader: screen_shader.vertexShader,
  120. fragmentShader: screen_shader.fragmentShader,
  121. blending: THREE.AdditiveBlending
  122. } );
  123. var convolution_shader = THREE.ShaderUtils.lib["convolution"];
  124. var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
  125. blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  126. blury = new THREE.Vector2( 0.0, 0.001953125 );
  127. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  128. convolution_uniforms["uImageIncrement"].value = blurx;
  129. convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
  130. materialConvolution = new THREE.MeshShaderMaterial( {
  131. uniforms: convolution_uniforms,
  132. vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
  133. fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
  134. } );
  135. var plane = new THREE.Plane( window.innerWidth, window.innerHeight );
  136. quadScreen = new THREE.Mesh( plane, materialConvolution );
  137. quadScreen.position.z = -100;
  138. sceneScreen.addObject( quadScreen );
  139. stats = new Stats();
  140. stats.domElement.style.position = 'absolute';
  141. stats.domElement.style.top = '0px';
  142. //container.appendChild(stats.domElement);
  143. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  144. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  145. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  146. }
  147. // port of Processing Java code by Thomas Diewald
  148. // http://www.openprocessing.org/visuals/?visualID=15599
  149. function hilbert3D( center, side, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
  150. var half = side/2,
  151. vec_s = [
  152. new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
  153. new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
  154. new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
  155. new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
  156. new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
  157. new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
  158. new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
  159. new THREE.Vector3( center.x + half, center.y + half, center.z - half )
  160. ],
  161. 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 ] ];
  162. if( --iterations >= 0 ) {
  163. var tmp = [];
  164. tmp = tmp.concat( hilbert3D ( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
  165. tmp = tmp.concat( hilbert3D ( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  166. tmp = tmp.concat( hilbert3D ( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
  167. tmp = tmp.concat( hilbert3D ( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  168. tmp = tmp.concat( hilbert3D ( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
  169. tmp = tmp.concat( hilbert3D ( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  170. tmp = tmp.concat( hilbert3D ( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
  171. tmp = tmp.concat( hilbert3D ( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
  172. return tmp;
  173. }
  174. return vec;
  175. }
  176. //
  177. function onDocumentMouseMove(event) {
  178. mouseX = event.clientX - windowHalfX;
  179. mouseY = event.clientY - windowHalfY;
  180. }
  181. function onDocumentTouchStart( event ) {
  182. if ( event.touches.length > 1 ) {
  183. event.preventDefault();
  184. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  185. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  186. }
  187. }
  188. function onDocumentTouchMove( event ) {
  189. if ( event.touches.length == 1 ) {
  190. event.preventDefault();
  191. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  192. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  193. }
  194. }
  195. //
  196. function animate() {
  197. requestAnimationFrame( animate );
  198. render();
  199. }
  200. function render() {
  201. camera.position.x += ( mouseX - camera.position.x ) * .05;
  202. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  203. camera.updateMatrix();
  204. var time = new Date().getTime() * 0.0005;
  205. for( var i = 0; i<scene.objects.length; i++ ) {
  206. scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
  207. }
  208. renderer.clear();
  209. if ( postprocessing ) {
  210. // Render scene into texture
  211. renderer.render( scene, camera, rtTexture1 );
  212. // Render quad with blured scene into texture (convolution pass 1)
  213. quadScreen.materials = [ materialConvolution ];
  214. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  215. materialConvolution.uniforms.uImageIncrement.value = blurx;
  216. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  217. // Render quad with blured scene into texture (convolution pass 2)
  218. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  219. materialConvolution.uniforms.uImageIncrement.value = blury;
  220. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  221. // Render original scene with superimposed blur to texture
  222. quadScreen.materials = [ materialScreen ];
  223. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  224. materialScreen.uniforms.opacity.value = 1.3;
  225. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  226. // Render to screen
  227. materialScreen.uniforms.tDiffuse.texture = rtTexture1;
  228. renderer.render( sceneScreen, cameraOrtho );
  229. } else {
  230. renderer.render( scene, camera );
  231. }
  232. }
  233. </script>
  234. </body>
  235. </html>