mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
661 lines
15 KiB
HTML
Executable File
661 lines
15 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 - marching cubes</title>
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<meta charset="utf-8">
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<style>
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body {
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color: #fff;
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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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background-color: #000;
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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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color: #ffffff;
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position: absolute;
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top: 0px;
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width: 100%;
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padding: 5px;
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}
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a {
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color: gold;
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}
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#oldie {
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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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background: rgb(0, 0, 50);
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color: #fff;
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padding: 1em;
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width: 475px;
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margin: 5em auto 0;
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display: none;
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}
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #aaa !important }
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#stats #fps #fpsGraph { display: none }
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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">
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<a href="http://threejs.org" target="_blank">three.js</a> -
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marching cubes -
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[based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/OrbitControls.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/shaders/HorizontalTiltShiftShader.js"></script>
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<script src="js/shaders/VerticalTiltShiftShader.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/BloomPass.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 src="js/postprocessing/SavePass.js"></script>
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<script src="js/MarchingCubes.js"></script>
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<script src="js/ShaderToon.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/libs/dat.gui.min.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var MARGIN = 0;
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
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var container, stats;
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var camera, scene, renderer;
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var mesh, texture, geometry, materials, material, current_material;
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var light, pointLight, ambientLight;
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var effect, resolution, numBlobs;
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var composer, effectFXAA, hblur, vblur;
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var effectController;
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var time = 0;
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var clock = new THREE.Clock();
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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
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camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
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camera.position.set( -500, 500, 1500 );
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// SCENE
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scene = new THREE.Scene();
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// LIGHTS
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light = new THREE.DirectionalLight( 0xffffff );
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light.position.set( 0.5, 0.5, 1 );
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scene.add( light );
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pointLight = new THREE.PointLight( 0xff3300 );
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pointLight.position.set( 0, 0, 100 );
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scene.add( pointLight );
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ambientLight = new THREE.AmbientLight( 0x080808 );
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scene.add( ambientLight );
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// MATERIALS
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materials = generateMaterials();
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current_material = "shiny";
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// MARCHING CUBES
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resolution = 28;
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numBlobs = 10;
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effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
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effect.position.set( 0, 0, 0 );
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effect.scale.set( 700, 700, 700 );
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effect.enableUvs = false;
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effect.enableColors = false;
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scene.add( effect );
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// RENDERER
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0x050505 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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renderer.domElement.style.position = "absolute";
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renderer.domElement.style.top = MARGIN + "px";
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renderer.domElement.style.left = "0px";
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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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// CONTROLS
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controls = new THREE.OrbitControls( camera, renderer.domElement );
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// STATS
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stats = new Stats();
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container.appendChild( stats.domElement );
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// COMPOSER
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renderer.autoClear = false;
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var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
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renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
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effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
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hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
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vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
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var bluriness = 8;
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hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
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vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
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hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
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effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
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composer = new THREE.EffectComposer( renderer, renderTarget );
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var renderModel = new THREE.RenderPass( scene, camera );
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vblur.renderToScreen = true;
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//effectFXAA.renderToScreen = true;
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composer = new THREE.EffectComposer( renderer, renderTarget );
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composer.addPass( renderModel );
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composer.addPass( effectFXAA );
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composer.addPass( hblur );
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composer.addPass( vblur );
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// GUI
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setupGui();
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// EVENTS
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window.addEventListener( 'resize', onWindowResize, false );
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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 - 2 * MARGIN;
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camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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camera.updateProjectionMatrix();
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
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vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
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effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
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}
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function generateMaterials() {
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// environment map
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var path = "textures/cube/SwedishRoyalCastle/";
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var format = '.jpg';
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var urls = [
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path + 'px' + format, path + 'nx' + format,
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path + 'py' + format, path + 'ny' + format,
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path + 'pz' + format, path + 'nz' + format
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];
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var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
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reflectionCube.format = THREE.RGBFormat;
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var refractionCube = new THREE.Texture( reflectionCube.image, THREE.CubeRefractionMapping );
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reflectionCube.format = THREE.RGBFormat;
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// toons
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var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
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toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
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hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
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hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
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dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
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dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
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hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
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hatchingMaterial2.uniforms.uLineColor1.value.setHSL( 0, 0.8, 0.5 );
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hatchingMaterial2.uniforms.uLineColor2.value.setHSL( 0, 0.8, 0.5 );
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hatchingMaterial2.uniforms.uLineColor3.value.setHSL( 0, 0.8, 0.5 );
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hatchingMaterial2.uniforms.uLineColor4.value.setHSL( 0.1, 0.8, 0.5 );
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dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
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dottedMaterial2.uniforms.uLineColor1.value.setHSL( 0.05, 1.0, 0.5 );
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var texture = THREE.ImageUtils.loadTexture( "textures/UV_Grid_Sm.jpg" );
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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var materials = {
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"chrome" :
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{
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m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
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h: 0, s: 0, l: 1
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},
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"liquid" :
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{
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m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
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h: 0, s: 0, l: 1
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},
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"shiny" :
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{
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m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, metal: true } ),
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h: 0, s: 0.8, l: 0.2
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},
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"matte" :
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{
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m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
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h: 0, s: 0, l: 1
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},
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"flat" :
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{
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m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, shading: THREE.FlatShading } ),
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h: 0, s: 0, l: 1
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},
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"textured" :
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{
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m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
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h: 0, s: 0, l: 1
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},
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"colors" :
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{
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m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
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h: 0, s: 0, l: 1
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},
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"plastic" :
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{
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m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
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h: 0.6, s: 0.8, l: 0.1
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},
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"toon1" :
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{
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m: toonMaterial1,
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h: 0.2, s: 1, l: 0.75
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},
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"toon2" :
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{
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m: toonMaterial2,
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h: 0.4, s: 1, l: 0.75
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},
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"hatching" :
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{
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m: hatchingMaterial,
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h: 0.2, s: 1, l: 0.9
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},
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"hatching2" :
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{
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m: hatchingMaterial2,
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h: 0.0, s: 0.8, l: 0.5
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},
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"dotted" :
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{
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m: dottedMaterial,
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h: 0.2, s: 1, l: 0.9
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},
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"dotted2" :
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{
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m: dottedMaterial2,
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h: 0.1, s: 1, l: 0.5
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}
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};
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return materials;
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}
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function createShaderMaterial( id, light, ambientLight ) {
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var shader = THREE.ShaderToon[ id ];
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var u = THREE.UniformsUtils.clone( shader.uniforms );
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var vs = shader.vertexShader;
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var fs = shader.fragmentShader;
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var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
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material.uniforms.uDirLightPos.value = light.position;
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material.uniforms.uDirLightColor.value = light.color;
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material.uniforms.uAmbientLightColor.value = ambientLight.color;
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return material;
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}
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//
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function setupGui() {
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var createHandler = function( id ) {
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return function() {
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var mat_old = materials[ current_material ];
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mat_old.h = m_h.getValue();
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mat_old.s = m_s.getValue();
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mat_old.l = m_l.getValue();
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current_material = id;
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var mat = materials[ id ];
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effect.material = mat.m;
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m_h.setValue( mat.h );
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m_s.setValue( mat.s );
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m_l.setValue( mat.l );
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if ( current_material === "textured" ) {
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effect.enableUvs = true;
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} else {
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effect.enableUvs = false;
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}
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if ( current_material === "colors" ) {
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effect.enableColors = true;
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} else {
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effect.enableColors = false;
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}
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};
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};
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effectController = {
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material: "shiny",
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speed: 1.0,
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numBlobs: 10,
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resolution: 28,
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isolation: 80,
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floor: true,
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wallx: false,
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wallz: false,
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hue: 0.0,
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saturation: 0.8,
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lightness: 0.1,
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lhue: 0.04,
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lsaturation: 1.0,
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llightness: 0.5,
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lx: 0.5,
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ly: 0.5,
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lz: 1.0,
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postprocessing: false,
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dummy: function() {
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}
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};
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var h, m_h, m_s, m_l;
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var gui = new dat.GUI();
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// material (type)
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h = gui.addFolder( "Materials" );
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for ( var m in materials ) {
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effectController[ m ] = createHandler( m );
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h.add( effectController, m ).name( m );
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}
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// material (color)
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h = gui.addFolder( "Material color" );
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m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
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m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
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m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
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// light (point)
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h = gui.addFolder( "Point light color" );
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h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name("hue");
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h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name("saturation");
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h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name("lightness");
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// light (directional)
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h = gui.addFolder( "Directional light orientation" );
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h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name("x");
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h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name("y");
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h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name("z");
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// simulation
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h = gui.addFolder( "Simulation" );
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h.add( effectController, "speed", 0.1, 8.0, 0.05 );
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h.add( effectController, "numBlobs", 1, 50, 1 );
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h.add( effectController, "resolution", 14, 40, 1 );
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h.add( effectController, "isolation", 10, 300, 1 );
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h.add( effectController, "floor" );
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h.add( effectController, "wallx" );
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h.add( effectController, "wallz" );
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// rendering
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h = gui.addFolder( "Rendering" );
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h.add( effectController, "postprocessing" );
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}
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// this controls content of marching cubes voxel field
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function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
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object.reset();
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// fill the field with some metaballs
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var i, ballx, bally, ballz, subtract, strength;
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subtract = 12;
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strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
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for ( i = 0; i < numblobs; i ++ ) {
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ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
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bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
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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>
|