Doodle3D-Slicer/three.js-master/examples/webgl_marchingcubes.html

661 lines
15 KiB
HTML
Raw Normal View History

2015-06-12 15:58:26 +02:00
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - marching cubes</title>
<meta charset="utf-8">
<style>
body {
color: #fff;
font-family: Monospace;
font-size: 13px;
text-align: center;
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
color: #ffffff;
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: gold;
}
#oldie {
font-family: monospace;
font-size: 13px;
text-align: center;
background: rgb(0, 0, 50);
color: #fff;
padding: 1em;
width: 475px;
margin: 5em auto 0;
display: none;
}
#stats { position: absolute; top:0; left: 0 }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> -
marching cubes -
[based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
</div>
<script src="../build/three.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
<script src="js/shaders/VerticalTiltShiftShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/SavePass.js"></script>
<script src="js/MarchingCubes.js"></script>
<script src="js/ShaderToon.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var MARGIN = 0;
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
var container, stats;
var camera, scene, renderer;
var mesh, texture, geometry, materials, material, current_material;
var light, pointLight, ambientLight;
var effect, resolution, numBlobs;
var composer, effectFXAA, hblur, vblur;
var effectController;
var time = 0;
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.getElementById( 'container' );
// CAMERA
camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
camera.position.set( -500, 500, 1500 );
// SCENE
scene = new THREE.Scene();
// LIGHTS
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0.5, 0.5, 1 );
scene.add( light );
pointLight = new THREE.PointLight( 0xff3300 );
pointLight.position.set( 0, 0, 100 );
scene.add( pointLight );
ambientLight = new THREE.AmbientLight( 0x080808 );
scene.add( ambientLight );
// MATERIALS
materials = generateMaterials();
current_material = "shiny";
// MARCHING CUBES
resolution = 28;
numBlobs = 10;
effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
effect.position.set( 0, 0, 0 );
effect.scale.set( 700, 700, 700 );
effect.enableUvs = false;
effect.enableColors = false;
scene.add( effect );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0x050505 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
renderer.domElement.style.position = "absolute";
renderer.domElement.style.top = MARGIN + "px";
renderer.domElement.style.left = "0px";
container.appendChild( renderer.domElement );
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
container.appendChild( stats.domElement );
// COMPOSER
renderer.autoClear = false;
var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
var bluriness = 8;
hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
composer = new THREE.EffectComposer( renderer, renderTarget );
var renderModel = new THREE.RenderPass( scene, camera );
vblur.renderToScreen = true;
//effectFXAA.renderToScreen = true;
composer = new THREE.EffectComposer( renderer, renderTarget );
composer.addPass( renderModel );
composer.addPass( effectFXAA );
composer.addPass( hblur );
composer.addPass( vblur );
// GUI
setupGui();
// EVENTS
window.addEventListener( 'resize', onWindowResize, false );
}
//
function onWindowResize( event ) {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
}
function generateMaterials() {
// environment map
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
reflectionCube.format = THREE.RGBFormat;
var refractionCube = new THREE.Texture( reflectionCube.image, THREE.CubeRefractionMapping );
reflectionCube.format = THREE.RGBFormat;
// toons
var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
hatchingMaterial2.uniforms.uLineColor1.value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms.uLineColor2.value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms.uLineColor3.value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms.uLineColor4.value.setHSL( 0.1, 0.8, 0.5 );
dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
dottedMaterial2.uniforms.uLineColor1.value.setHSL( 0.05, 1.0, 0.5 );
var texture = THREE.ImageUtils.loadTexture( "textures/UV_Grid_Sm.jpg" );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
var materials = {
"chrome" :
{
m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
h: 0, s: 0, l: 1
},
"liquid" :
{
m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
h: 0, s: 0, l: 1
},
"shiny" :
{
m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, metal: true } ),
h: 0, s: 0.8, l: 0.2
},
"matte" :
{
m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
h: 0, s: 0, l: 1
},
"flat" :
{
m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, shading: THREE.FlatShading } ),
h: 0, s: 0, l: 1
},
"textured" :
{
m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
h: 0, s: 0, l: 1
},
"colors" :
{
m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
h: 0, s: 0, l: 1
},
"plastic" :
{
m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
h: 0.6, s: 0.8, l: 0.1
},
"toon1" :
{
m: toonMaterial1,
h: 0.2, s: 1, l: 0.75
},
"toon2" :
{
m: toonMaterial2,
h: 0.4, s: 1, l: 0.75
},
"hatching" :
{
m: hatchingMaterial,
h: 0.2, s: 1, l: 0.9
},
"hatching2" :
{
m: hatchingMaterial2,
h: 0.0, s: 0.8, l: 0.5
},
"dotted" :
{
m: dottedMaterial,
h: 0.2, s: 1, l: 0.9
},
"dotted2" :
{
m: dottedMaterial2,
h: 0.1, s: 1, l: 0.5
}
};
return materials;
}
function createShaderMaterial( id, light, ambientLight ) {
var shader = THREE.ShaderToon[ id ];
var u = THREE.UniformsUtils.clone( shader.uniforms );
var vs = shader.vertexShader;
var fs = shader.fragmentShader;
var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
material.uniforms.uDirLightPos.value = light.position;
material.uniforms.uDirLightColor.value = light.color;
material.uniforms.uAmbientLightColor.value = ambientLight.color;
return material;
}
//
function setupGui() {
var createHandler = function( id ) {
return function() {
var mat_old = materials[ current_material ];
mat_old.h = m_h.getValue();
mat_old.s = m_s.getValue();
mat_old.l = m_l.getValue();
current_material = id;
var mat = materials[ id ];
effect.material = mat.m;
m_h.setValue( mat.h );
m_s.setValue( mat.s );
m_l.setValue( mat.l );
if ( current_material === "textured" ) {
effect.enableUvs = true;
} else {
effect.enableUvs = false;
}
if ( current_material === "colors" ) {
effect.enableColors = true;
} else {
effect.enableColors = false;
}
};
};
effectController = {
material: "shiny",
speed: 1.0,
numBlobs: 10,
resolution: 28,
isolation: 80,
floor: true,
wallx: false,
wallz: false,
hue: 0.0,
saturation: 0.8,
lightness: 0.1,
lhue: 0.04,
lsaturation: 1.0,
llightness: 0.5,
lx: 0.5,
ly: 0.5,
lz: 1.0,
postprocessing: false,
dummy: function() {
}
};
var h, m_h, m_s, m_l;
var gui = new dat.GUI();
// material (type)
h = gui.addFolder( "Materials" );
for ( var m in materials ) {
effectController[ m ] = createHandler( m );
h.add( effectController, m ).name( m );
}
// material (color)
h = gui.addFolder( "Material color" );
m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
// light (point)
h = gui.addFolder( "Point light color" );
h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name("hue");
h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name("saturation");
h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name("lightness");
// light (directional)
h = gui.addFolder( "Directional light orientation" );
h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name("x");
h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name("y");
h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name("z");
// simulation
h = gui.addFolder( "Simulation" );
h.add( effectController, "speed", 0.1, 8.0, 0.05 );
h.add( effectController, "numBlobs", 1, 50, 1 );
h.add( effectController, "resolution", 14, 40, 1 );
h.add( effectController, "isolation", 10, 300, 1 );
h.add( effectController, "floor" );
h.add( effectController, "wallx" );
h.add( effectController, "wallz" );
// rendering
h = gui.addFolder( "Rendering" );
h.add( effectController, "postprocessing" );
}
// this controls content of marching cubes voxel field
function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
object.reset();
// fill the field with some metaballs
var i, ballx, bally, ballz, subtract, strength;
subtract = 12;
strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
for ( i = 0; i < numblobs; i ++ ) {
ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
object.addBall(ballx, bally, ballz, strength, subtract);
}
if ( floor ) object.addPlaneY( 2, 12 );
if ( wallz ) object.addPlaneZ( 2, 12 );
if ( wallx ) object.addPlaneX( 2, 12 );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
time += delta * effectController.speed * 0.5;
controls.update( delta );
// marching cubes
if ( effectController.resolution !== resolution ) {
resolution = effectController.resolution;
effect.init( resolution );
}
if ( effectController.isolation !== effect.isolation ) {
effect.isolation = effectController.isolation;
}
updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
// materials
if ( effect.material instanceof THREE.ShaderMaterial ) {
if ( current_material === "dotted2" ) {
effect.material.uniforms.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
} else if ( current_material === "hatching2" ) {
u = effect.material.uniforms;
u.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
u.uLineColor2.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
u.uLineColor3.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
u.uLineColor4.value.setHSL( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.lightness );
} else {
effect.material.uniforms.uBaseColor.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
}
} else {
effect.material.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
}
// lights
light.position.set( effectController.lx, effectController.ly, effectController.lz );
light.position.normalize();
pointLight.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
// render
if ( effectController.postprocessing ) {
composer.render( delta );
} else {
renderer.clear();
renderer.render( scene, camera );
}
}
</script>
</body>
</html>