mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-19 12:27:56 +01:00
205 lines
4.1 KiB
HTML
Executable File
205 lines
4.1 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - raw shader</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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color: #ffffff;
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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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font-weight: bold;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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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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padding: 5px;
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}
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a {
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color: #ffffff;
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}
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#oldie a { color:#da0 }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - raw shader demo</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 id="vertexShader" type="x-shader/x-vertex">
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precision mediump float;
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precision mediump int;
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uniform mat4 modelViewMatrix; // optional
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uniform mat4 projectionMatrix; // optional
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attribute vec3 position;
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attribute vec4 color;
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varying vec3 vPosition;
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varying vec4 vColor;
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void main() {
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vPosition = position;
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vColor = color;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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precision mediump float;
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precision mediump int;
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uniform float time;
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varying vec3 vPosition;
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varying vec4 vColor;
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void main() {
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vec4 color = vec4( vColor );
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color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
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gl_FragColor = color;
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}
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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
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camera.position.z = 2;
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scene = new THREE.Scene();
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// geometry
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var triangles = 500;
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var geometry = new THREE.BufferGeometry();
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var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
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for ( var i = 0; i < vertices.length; i ++ ) {
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vertices.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
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}
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geometry.addAttribute( 'position', vertices );
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var colors = new THREE.BufferAttribute(new Float32Array( triangles * 3 * 4 ), 4 );
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for ( var i = 0; i < colors.length; i ++ ) {
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colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
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}
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geometry.addAttribute( 'color', colors );
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// material
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var material = new THREE.RawShaderMaterial( {
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uniforms: {
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time: { type: "f", value: 1.0 }
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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side: THREE.DoubleSide,
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transparent: true
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} );
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var mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0x101010 );
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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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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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container.appendChild( stats.domElement );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize( event ) {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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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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stats.update();
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}
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function render() {
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var time = performance.now();
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var object = scene.children[ 0 ];
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object.rotation.y = time * 0.0005;
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object.material.uniforms.time.value = time * 0.005;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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