mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
266 lines
6.5 KiB
HTML
266 lines
6.5 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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a {
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color: #ffffff;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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z-index:1000;
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}
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#oldie {
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background:rgb(200,100,0) !important;
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color:#fff;
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}
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#vt { display:none }
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#vt, #vt a { color:orange; }
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.code { }
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
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<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
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<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
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on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
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please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
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</div>
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/shaders/BleachBypassShader.js"></script>
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<script src="js/shaders/ColorCorrectionShader.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/FXAAShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var statsEnabled = true;
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var container, stats, loader;
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var camera, scene, renderer;
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var mesh, zmesh, lightMesh, geometry;
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var mesh1;
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var directionalLight, pointLight, ambientLight;
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var mouseX = 0;
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var mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var composer, effectFXAA;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 1200;
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scene = new THREE.Scene();
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// LIGHTS
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ambientLight = new THREE.AmbientLight( 0x444444 );
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scene.add( ambientLight );
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pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
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pointLight.position.set( 0, 0, 600 );
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scene.add( pointLight );
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directionalLight = new THREE.DirectionalLight( 0xffffff );
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directionalLight.position.set( 1, -0.5, -1 );
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scene.add( directionalLight );
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var material = new THREE.MeshPhongMaterial( {
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color: 0xdddddd,
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specular: 0x222222,
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shininess: 35,
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map: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" ),
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specularMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" ),
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normalMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
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normalScale: new THREE.Vector2( 0.8, 0.8 ),
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wrapRGB: new THREE.Vector3( 0.575, 0.5, 0.5 ),
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wrapAround: true
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} );
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loader = new THREE.JSONLoader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setClearColor( 0x111111 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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//
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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//
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if ( statsEnabled ) {
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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}
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// COMPOSER
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renderer.autoClear = false;
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var renderModel = new THREE.RenderPass( scene, camera );
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var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
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var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
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effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
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effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
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effectBleach.uniforms[ 'opacity' ].value = 0.4;
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effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
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effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
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effectFXAA.renderToScreen = true;
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composer = new THREE.EffectComposer( renderer );
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composer.addPass( renderModel );
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composer.addPass( effectBleach );
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composer.addPass( effectColor );
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composer.addPass( effectFXAA );
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// EVENTS
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function createScene( geometry, scale, material ) {
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geometry.computeTangents();
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mesh1 = new THREE.Mesh( geometry, material );
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mesh1.position.y = - 50;
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mesh1.scale.x = mesh1.scale.y = mesh1.scale.z = scale;
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scene.add( mesh1 );
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loader.statusDomElement.style.display = "none";
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}
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//
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function onWindowResize( event ) {
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SCREEN_WIDTH = window.innerWidth;
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SCREEN_HEIGHT = window.innerHeight;
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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camera.updateProjectionMatrix();
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composer.reset();
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effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
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}
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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX ) * 10;
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mouseY = ( event.clientY - windowHalfY ) * 10;
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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if ( statsEnabled ) stats.update();
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}
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function render() {
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var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
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if( mesh1 ) {
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mesh1.rotation.y = ry;
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mesh1.rotation.x = rx;
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}
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//renderer.render( scene, camera );
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composer.render();
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}
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</script>
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</body>
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</html>
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