mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
221 lines
4.7 KiB
HTML
Executable File
221 lines
4.7 KiB
HTML
Executable File
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<title>three.js webgl - custom attributes</title>
|
|
<meta charset="utf-8">
|
|
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
<style>
|
|
body {
|
|
color: #ffffff;
|
|
font-family:Monospace;
|
|
font-size:13px;
|
|
text-align:center;
|
|
font-weight: bold;
|
|
|
|
background-color: #000000;
|
|
margin: 0px;
|
|
overflow: hidden;
|
|
}
|
|
#info {
|
|
color: #fff;
|
|
position: absolute;
|
|
top: 0px; width: 100%;
|
|
padding: 5px;
|
|
z-index:100;
|
|
}
|
|
|
|
</style>
|
|
</head>
|
|
|
|
<body>
|
|
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example</div>
|
|
<div id="container"></div>
|
|
|
|
<script src="../build/three.min.js"></script>
|
|
|
|
<script src="js/Detector.js"></script>
|
|
<script src="js/libs/stats.min.js"></script>
|
|
|
|
<script type="x-shader/x-vertex" id="vertexshader">
|
|
|
|
uniform float amplitude;
|
|
|
|
attribute float displacement;
|
|
|
|
varying vec3 vNormal;
|
|
varying vec2 vUv;
|
|
|
|
void main() {
|
|
|
|
vNormal = normal;
|
|
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
|
|
|
|
vec3 newPosition = position + amplitude * normal * vec3( displacement );
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
<script type="x-shader/x-fragment" id="fragmentshader">
|
|
|
|
varying vec3 vNormal;
|
|
varying vec2 vUv;
|
|
|
|
uniform vec3 color;
|
|
uniform sampler2D texture;
|
|
|
|
void main() {
|
|
|
|
vec3 light = vec3( 0.5, 0.2, 1.0 );
|
|
light = normalize( light );
|
|
|
|
float dProd = dot( vNormal, light ) * 0.5 + 0.5;
|
|
|
|
vec4 tcolor = texture2D( texture, vUv );
|
|
vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
|
|
|
|
gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
|
|
<script>
|
|
|
|
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
|
|
|
|
var renderer, scene, camera, stats;
|
|
|
|
var sphere, uniforms, attributes;
|
|
|
|
var noise = [];
|
|
|
|
var WIDTH = window.innerWidth,
|
|
HEIGHT = window.innerHeight;
|
|
|
|
init();
|
|
animate();
|
|
|
|
function init() {
|
|
|
|
camera = new THREE.PerspectiveCamera( 30, WIDTH / HEIGHT, 1, 10000 );
|
|
camera.position.z = 300;
|
|
|
|
scene = new THREE.Scene();
|
|
|
|
attributes = {
|
|
|
|
displacement: { type: 'f', value: [] }
|
|
|
|
};
|
|
|
|
uniforms = {
|
|
|
|
amplitude: { type: "f", value: 1.0 },
|
|
color: { type: "c", value: new THREE.Color( 0xff2200 ) },
|
|
texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/water.jpg" ) },
|
|
|
|
};
|
|
|
|
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
|
|
|
|
var shaderMaterial = new THREE.ShaderMaterial( {
|
|
|
|
uniforms: uniforms,
|
|
attributes: attributes,
|
|
vertexShader: document.getElementById( 'vertexshader' ).textContent,
|
|
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
|
|
|
|
});
|
|
|
|
|
|
var radius = 50, segments = 128, rings = 64;
|
|
var geometry = new THREE.SphereGeometry( radius, segments, rings );
|
|
geometry.dynamic = true;
|
|
|
|
sphere = new THREE.Mesh( geometry, shaderMaterial );
|
|
|
|
var vertices = sphere.geometry.vertices;
|
|
var values = attributes.displacement.value;
|
|
|
|
for ( var v = 0; v < vertices.length; v++ ) {
|
|
|
|
values[ v ] = 0;
|
|
noise[ v ] = Math.random() * 5;
|
|
|
|
}
|
|
|
|
scene.add( sphere );
|
|
|
|
renderer = new THREE.WebGLRenderer();
|
|
renderer.setClearColor( 0x050505 );
|
|
renderer.setPixelRatio( window.devicePixelRatio );
|
|
renderer.setSize( WIDTH, HEIGHT );
|
|
|
|
var container = document.getElementById( 'container' );
|
|
container.appendChild( renderer.domElement );
|
|
|
|
stats = new Stats();
|
|
stats.domElement.style.position = 'absolute';
|
|
stats.domElement.style.top = '0px';
|
|
container.appendChild( stats.domElement );
|
|
|
|
//
|
|
|
|
window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
}
|
|
|
|
function onWindowResize() {
|
|
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.updateProjectionMatrix();
|
|
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
}
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
render();
|
|
stats.update();
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
var time = Date.now() * 0.01;
|
|
|
|
sphere.rotation.y = sphere.rotation.z = 0.01 * time;
|
|
|
|
uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
|
|
uniforms.color.value.offsetHSL( 0.0005, 0, 0 );
|
|
|
|
for ( var i = 0; i < attributes.displacement.value.length; i ++ ) {
|
|
|
|
attributes.displacement.value[ i ] = Math.sin( 0.1 * i + time );
|
|
|
|
noise[ i ] += 0.5 * ( 0.5 - Math.random() );
|
|
noise[ i ] = THREE.Math.clamp( noise[ i ], -5, 5 );
|
|
|
|
attributes.displacement.value[ i ] += noise[ i ];
|
|
|
|
}
|
|
|
|
attributes.displacement.needsUpdate = true;
|
|
|
|
renderer.render( scene, camera );
|
|
|
|
}
|
|
|
|
|
|
</script>
|
|
|
|
</body>
|
|
|
|
</html>
|