webgl_marching_cubes.html 17 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. </style>
  38. </head>
  39. <body>
  40. <div id="container"></div>
  41. <div id="info">
  42. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> -
  43. marching cubes -
  44. [based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
  45. </div>
  46. <script src="../build/Three.js"></script>
  47. <script src="js/MarchingCubes.js"></script>
  48. <script src="js/ShaderExtras.js"></script>
  49. <script src="js/ShaderToon.js"></script>
  50. <script src="js/ShaderExtras.js"></script>
  51. <script src="js/postprocessing/EffectComposer.js"></script>
  52. <script src="js/postprocessing/RenderPass.js"></script>
  53. <script src="js/postprocessing/BloomPass.js"></script>
  54. <script src="js/postprocessing/ShaderPass.js"></script>
  55. <script src="js/postprocessing/MaskPass.js"></script>
  56. <script src="js/postprocessing/SavePass.js"></script>
  57. <script src="js/Detector.js"></script>
  58. <script src="js/Stats.js"></script>
  59. <script src="js/DAT.GUI.min.js"></script>
  60. <script>
  61. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  62. var MARGIN = 0;
  63. var SCREEN_WIDTH = window.innerWidth;
  64. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  65. var container, stats;
  66. var camera, scene, renderer;
  67. var mesh, texture, geometry, materials, material, current_material;
  68. var light, pointLight, ambientLight;
  69. var effect, resolution, numBlobs;
  70. var composer, effectFXAA, hblur, vblur;
  71. var effectController;
  72. var time = 0;
  73. var clock = new THREE.Clock();
  74. init();
  75. animate();
  76. function init() {
  77. container = document.getElementById( 'container' );
  78. // SCENE
  79. scene = new THREE.Scene();
  80. // CAMERA
  81. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  82. camera.position.set( -500, 500, 1500 );
  83. scene.add( camera );
  84. // CONTROLS
  85. controls = new THREE.TrackballControls( camera );
  86. // LIGHTS
  87. light = new THREE.DirectionalLight( 0xffffff );
  88. light.position.set( 0.5, 0.5, 1 );
  89. scene.add( light );
  90. pointLight = new THREE.PointLight( 0xff3300 );
  91. pointLight.position.set( 0, 0, 100 );
  92. scene.add( pointLight );
  93. ambientLight = new THREE.AmbientLight( 0x080808 );
  94. scene.add( ambientLight );
  95. // MATERIALS
  96. materials = generateMaterials();
  97. current_material = "shiny";
  98. // MARCHING CUBES
  99. resolution = 28;
  100. numBlobs = 10;
  101. effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m );
  102. effect.position.set( 0, 0, 0 );
  103. effect.scale.set( 700, 700, 700 );
  104. scene.add( effect );
  105. // RENDERER
  106. renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1, alpha: false } );
  107. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  108. renderer.domElement.style.position = "absolute";
  109. renderer.domElement.style.top = MARGIN + "px";
  110. renderer.domElement.style.left = "0px";
  111. container.appendChild( renderer.domElement );
  112. //
  113. renderer.gammaInput = true;
  114. renderer.gammaOutput = true;
  115. renderer.physicallyBasedShading = true;
  116. // STATS
  117. stats = new Stats();
  118. stats.domElement.style.position = 'absolute';
  119. stats.domElement.style.top = '0px';
  120. container.appendChild( stats.domElement );
  121. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#888";
  122. stats.domElement.children[ 0 ].style.background = "transparent";
  123. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  124. // COMPOSER
  125. renderer.autoClear = false;
  126. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  127. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  128. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  129. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  130. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  131. var bluriness = 8;
  132. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  133. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  134. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  135. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  136. composer = new THREE.EffectComposer( renderer, renderTarget );
  137. var renderModel = new THREE.RenderPass( scene, camera );
  138. vblur.renderToScreen = true;
  139. //effectFXAA.renderToScreen = true;
  140. composer = new THREE.EffectComposer( renderer, renderTarget );
  141. composer.addPass( renderModel );
  142. composer.addPass( effectFXAA );
  143. composer.addPass( hblur );
  144. composer.addPass( vblur );
  145. // GUI
  146. setupGui();
  147. // EVENTS
  148. window.addEventListener( 'resize', onWindowResize, false );
  149. }
  150. //
  151. function onWindowResize( event ) {
  152. SCREEN_WIDTH = window.innerWidth;
  153. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  154. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  155. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  156. camera.updateProjectionMatrix();
  157. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  158. composer.reset( renderTarget );
  159. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  160. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  161. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  162. }
  163. function generateMaterials() {
  164. // environment map
  165. var path = "textures/cube/SwedishRoyalCastle/";
  166. var format = '.jpg';
  167. var urls = [
  168. path + 'px' + format, path + 'nx' + format,
  169. path + 'py' + format, path + 'ny' + format,
  170. path + 'pz' + format, path + 'nz' + format
  171. ];
  172. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  173. reflectionCube.format = THREE.RGBFormat;
  174. var refractionCube = new THREE.Texture( reflectionCube.image, new THREE.CubeRefractionMapping() );
  175. reflectionCube.format = THREE.RGBFormat;
  176. // toons
  177. var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
  178. toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
  179. hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
  180. hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
  181. dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
  182. dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
  183. hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  184. hatchingMaterial2.uniforms.uLineColor1.value.setHSV( 0, 0.9, 0.9 );
  185. hatchingMaterial2.uniforms.uLineColor2.value.setHSV( 0, 0.9, 0.9 );
  186. hatchingMaterial2.uniforms.uLineColor3.value.setHSV( 0, 0.9, 0.9 );
  187. hatchingMaterial2.uniforms.uLineColor4.value.setHSV( 0.1, 0.9, 0.9 );
  188. dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
  189. dottedMaterial2.uniforms.uLineColor1.value.setHSV( 0.05, 1.0, 1.0 );
  190. var materials = {
  191. "chrome" :
  192. {
  193. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
  194. h: 0, s: 0, v: 1
  195. },
  196. "liquid" :
  197. {
  198. m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
  199. h: 0, s: 0, v: 1
  200. },
  201. "shiny" :
  202. {
  203. m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, perPixel: true, metal: true } ),
  204. h: 0, s: 0.9, v: 0.3
  205. },
  206. "matte" :
  207. {
  208. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, perPixel: true } ),
  209. h: 0, s: 0, v: 1
  210. },
  211. "plastic" :
  212. {
  213. m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, ambient: 0x000000, shininess: 250, perPixel: true } ),
  214. h: 0.6, s: 0.9, v: 0.2
  215. },
  216. "toon1" :
  217. {
  218. m: toonMaterial1,
  219. h: 0.2, s: 0.5, v: 1
  220. },
  221. "toon2" :
  222. {
  223. m: toonMaterial2,
  224. h: 0.4, s: 0.5, v: 1
  225. },
  226. "hatching" :
  227. {
  228. m: hatchingMaterial,
  229. h: 0.2, s: 0.2, v: 1
  230. },
  231. "hatching2" :
  232. {
  233. m: hatchingMaterial2,
  234. h: 0.0, s: 0.9, v: 0.9
  235. },
  236. "dotted" :
  237. {
  238. m: dottedMaterial,
  239. h: 0.2, s: 0.2, v: 1
  240. },
  241. "dotted2" :
  242. {
  243. m: dottedMaterial2,
  244. h: 0.1, s: 1.0, v: 1
  245. }
  246. };
  247. return materials;
  248. }
  249. function createShaderMaterial( id, light, ambientLight ) {
  250. var shader = THREE.ShaderToon[ id ];
  251. var u = THREE.UniformsUtils.clone( shader.uniforms );
  252. var vs = shader.vertexShader;
  253. var fs = shader.fragmentShader;
  254. var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
  255. material.uniforms.uDirLightPos.value = light.position;
  256. material.uniforms.uDirLightColor.value = light.color;
  257. material.uniforms.uAmbientLightColor.value = ambientLight.color;
  258. return material;
  259. }
  260. //
  261. function setupGui() {
  262. var createHandler = function( id ) {
  263. return function() {
  264. var mat_old = materials[ current_material ];
  265. mat_old.h = m_h.getValue();
  266. mat_old.s = m_s.getValue();
  267. mat_old.v = m_v.getValue();
  268. current_material = id;
  269. var mat = materials[ id ];
  270. effect.material = mat.m;
  271. m_h.setValue( mat.h );
  272. m_s.setValue( mat.s );
  273. m_v.setValue( mat.v );
  274. mm.setValue( current_material );
  275. };
  276. };
  277. function toggle( e ) {
  278. if ( e.style.display === "block" )
  279. e.style.display = "none";
  280. else
  281. e.style.display = "block";
  282. }
  283. effectController = {
  284. material: "shiny",
  285. speed : 1.0,
  286. numBlobs: 10,
  287. resolution: 28,
  288. isolation: 80,
  289. floor: true,
  290. wallx: false,
  291. wallz: false,
  292. hue: 0.0,
  293. saturation: 0.9,
  294. value: 0.3,
  295. lhue: 0.04,
  296. lsaturation: 1.0,
  297. lvalue: 1.0,
  298. lx: 0.5,
  299. ly: 0.5,
  300. lz: 1.0,
  301. postprocessing: false,
  302. h_m: function() {
  303. for (var i = 0; i < g_m.length; i++) toggle(g_m[ i ].domElement);
  304. },
  305. h_c: function() {
  306. for (var i = 0; i < g_c.length; i++) toggle(g_c[ i ].domElement);
  307. },
  308. h_pc: function() {
  309. for (var i = 0; i < g_pc.length; i++) toggle(g_pc[ i ].domElement);
  310. },
  311. h_do: function() {
  312. for (var i = 0; i < g_do.length; i++) toggle(g_do[ i ].domElement);
  313. },
  314. h_s: function() {
  315. for (var i = 0; i < g_s.length; i++) toggle(g_s[ i ].domElement);
  316. },
  317. h_r: function() {
  318. for (var i = 0; i < g_r.length; i++) toggle(g_r[ i ].domElement);
  319. },
  320. dummy: function() {
  321. }
  322. };
  323. var e1, e2, e3, e4, e5, e6, h, m_h, m_s, m_v,
  324. g_m = [], g_c, g_pc, g_do, g_s, g_r, mm,
  325. gui = new DAT.GUI();
  326. // material (type)
  327. mm = gui.add( effectController, "material" );
  328. mm.domElement.style.display = "none";
  329. h = gui.add( effectController, "h_m" ).name( "Materials" );
  330. setGuiHeaderStyle(h, 0, 65, 50);
  331. for ( var m in materials ) {
  332. effectController[ m ] = createHandler( m );
  333. e1 = gui.add( effectController, m ).name( m );
  334. setGuiElementStyle( [ e1 ], 0, 65, 50, "block" );
  335. g_m.push( e1 );
  336. }
  337. // material (color)
  338. h = gui.add( effectController, "h_c" ).name( "Material color" );
  339. m_h = gui.add( effectController, "hue", 0.0, 1.0, 0.025 );
  340. m_s = gui.add( effectController, "saturation", 0.0, 1.0, 0.025 );
  341. m_v = gui.add( effectController, "value", 0.0, 1.0, 0.025 );
  342. g_c = [ m_h, m_s, m_v ];
  343. setGuiHeaderStyle( h, 20, 65, 50 );
  344. setGuiElementStyle( g_c, 20, 65, 50, "block" );
  345. // light (point)
  346. h = gui.add(effectController, "h_pc").name("Point light color");
  347. e1 = gui.add(effectController, "lhue", 0.0, 1.0, 0.025).name("hue");
  348. e2 = gui.add(effectController, "lsaturation", 0.0, 1.0, 0.025).name("saturation");
  349. e3 = gui.add(effectController, "lvalue", 0.0, 1.0, 0.025).name("value");
  350. g_pc = [ e1, e2, e3 ];
  351. setGuiHeaderStyle(h, 50, 65, 50);
  352. setGuiElementStyle(g_pc, 50, 65, 50);
  353. // light (directional)
  354. h = gui.add(effectController, "h_do").name("Directional light orientation");
  355. e1 = gui.add(effectController, "lx", -1.0, 1.0, 0.025).name("x");
  356. e2 = gui.add(effectController, "ly", -1.0, 1.0, 0.025).name("y");
  357. e3 = gui.add(effectController, "lz", -1.0, 1.0, 0.025).name("z");
  358. g_do = [ e1, e2, e3 ];
  359. setGuiHeaderStyle(h, 80, 65, 50);
  360. setGuiElementStyle(g_do, 80, 65, 50);
  361. // simulation
  362. h = gui.add(effectController, "h_s").name("Simulation");
  363. e1 = gui.add(effectController, "speed", 0.1, 8.0, 0.05);
  364. e2 = gui.add(effectController, "numBlobs", 1, 50, 1);
  365. e3 = gui.add(effectController, "resolution", 14, 40, 1);
  366. e4 = gui.add(effectController, "isolation", 10, 300, 1);
  367. e5 = gui.add(effectController, "floor");
  368. e6 = gui.add(effectController, "wallx");
  369. e7 = gui.add(effectController, "wallz");
  370. e5.updateDisplay();
  371. e6.updateDisplay();
  372. e7.updateDisplay();
  373. g_s = [ e1, e2, e3, e4, e5, e6, e7 ];
  374. setGuiHeaderStyle(h, 200, 65, 50);
  375. setGuiElementStyle(g_s, 200, 65, 50, "block");
  376. // rendering
  377. h = gui.add(effectController, "h_r").name("Rendering");
  378. e1 = gui.add(effectController, "postprocessing");
  379. g_r = [ e1 ];
  380. setGuiHeaderStyle(h, 225, 65, 50);
  381. setGuiElementStyle(g_r, 225, 65, 50, "block");
  382. // save
  383. //e1 = gui.add(GUI, "saveURL").name("Save to URL");
  384. //setGuiHeaderStyle(e1, 250, 65, 50, "block");
  385. gui.domElement.style.backgroundColor = "#222";
  386. // restore material from URL
  387. id = mm.getValue()
  388. current_material = id;
  389. var mat = materials[ id ];
  390. effect.material = mat.m;
  391. }
  392. function setGuiHeaderStyle( g, h, s, v ) {
  393. var color = "hsl(" + h + "," + s + "%, " + v + "%)";
  394. g.domElement.style.borderLeft = "solid 5px " + color;
  395. g.domElement.style.background = color;
  396. g.domElement.style.fontWeight = "bold";
  397. }
  398. function setGuiElementStyle( a, h, s, v, display ) {
  399. var s, color = "hsl(" + h + "," + s + "%, " + v + "%)";
  400. for ( i = 0; i < a.length; i ++ ) {
  401. s = a[ i ].domElement.style;
  402. s.borderLeft = "solid 5px " + color;
  403. s.display = display ? display : "none";
  404. }
  405. }
  406. // this controls content of marching cubes voxel field
  407. function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
  408. object.reset();
  409. // fill the field with some metaballs
  410. var i, ballx, bally, ballz, subtract, strength;
  411. subtract = 12;
  412. strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
  413. for ( i = 0; i < numblobs; i ++ ) {
  414. ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
  415. bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
  416. ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
  417. object.addBall(ballx, bally, ballz, strength, subtract);
  418. }
  419. if ( floor ) object.addPlaneY( 2, 12 );
  420. if ( wallz ) object.addPlaneZ( 2, 12 );
  421. if ( wallx ) object.addPlaneX( 2, 12 );
  422. }
  423. //
  424. function animate() {
  425. requestAnimationFrame( animate );
  426. render();
  427. stats.update();
  428. }
  429. function render() {
  430. var delta = clock.getDelta();
  431. time += delta * effectController.speed * 0.5;
  432. controls.update( delta );
  433. // marching cubes
  434. if ( effectController.resolution !== resolution ) {
  435. resolution = effectController.resolution;
  436. effect.init( resolution );
  437. }
  438. if ( effectController.isolation !== effect.isolation ) {
  439. effect.isolation = effectController.isolation;
  440. }
  441. updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
  442. // materials
  443. if ( effect.material instanceof THREE.ShaderMaterial ) {
  444. if ( current_material === "dotted2" ) {
  445. effect.material.uniforms.uLineColor1.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  446. } else if ( current_material === "hatching2" ) {
  447. u = effect.material.uniforms;
  448. u.uLineColor1.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  449. u.uLineColor2.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  450. u.uLineColor3.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  451. u.uLineColor4.value.setHSV( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.value );
  452. } else {
  453. effect.material.uniforms.uBaseColor.value.setHSV( effectController.hue, effectController.saturation, effectController.value );
  454. }
  455. } else {
  456. effect.material.color.setHSV( effectController.hue, effectController.saturation, effectController.value );
  457. }
  458. // lights
  459. light.position.set( effectController.lx, effectController.ly, effectController.lz );
  460. light.position.normalize();
  461. pointLight.color.setHSV( effectController.lhue, effectController.lsaturation, effectController.lvalue );
  462. // render
  463. if ( effectController.postprocessing ) {
  464. composer.render( delta );
  465. } else {
  466. renderer.clear();
  467. renderer.render( scene, camera );
  468. }
  469. }
  470. </script>
  471. </body>
  472. </html>