Doodle3D-Slicer/three.js-master/examples/webgl_shading_physical.html
2017-06-22 13:21:07 +02:00

558 lines
14 KiB
HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - physically based shading</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: #fff;
font-family: Monospace;
font-size: 13px;
text-align: center;
font-weight: bold;
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: relative;
margin: 0 auto -2.1em;
top: 0px;
width: 550px;
padding: 5px;
z-index:100;
}
a { color: skyblue; }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #444 !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
</div>
<script src="../build/three.min.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/tween.min.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<script>
var MARGIN = 0;
var WIDTH = window.innerWidth || 2;
var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
var SCREEN_WIDTH = WIDTH;
var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
var FAR = 10000;
var DAY = 0;
var container, stats;
var camera, scene, renderer;
var mesh, geometry;
var cubeCamera;
var sunLight, pointLight, ambientLight;
var morph;
var parameters, tweenDirection, tweenDay, tweenNight;
var clock = new THREE.Clock();
var gui, shadowConfig = {
shadowCameraVisible: false,
shadowCameraNear: 750,
shadowCameraFar: 4000,
shadowCameraFov: 30,
shadowBias: -0.0002,
shadowDarkness: 0.3
}, gamma = {
gammaFactor: 2.0,
gammaInput: true,
gammaOutput: true
};
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERA
camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
camera.position.set( 500, 400, 1200 );
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
// CUBE CAMERA
cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
scene.add( cubeCamera );
// TEXTURES
var x = document.createElement( "canvas" );
var xc = x.getContext("2d");
x.width = x.height = 128;
xc.fillStyle = "#fff";
xc.fillRect(0, 0, 128, 128);
xc.fillStyle = "#000";
xc.fillRect(0, 0, 64, 64);
xc.fillStyle = "#999";
xc.fillRect(32, 32, 32, 32);
xc.fillStyle = "#000";
xc.fillRect(64, 64, 64, 64);
xc.fillStyle = "#555";
xc.fillRect(96, 96, 32, 32);
var texturePattern = new THREE.Texture( x, THREE.UVMapping, THREE.RepeatWrapping, THREE.RepeatWrapping );
texturePattern.needsUpdate = true;
texturePattern.repeat.set( 1000, 1000 );
texturePattern.format = THREE.RGBFormat;
var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
textureSquares.repeat.set( 50, 50 );
textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
textureSquares.magFilter = THREE.NearestFilter;
textureSquares.format = THREE.RGBFormat;
var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
textureNoiseColor.repeat.set( 1, 1 );
textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
textureNoiseColor.format = THREE.RGBFormat;
var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
textureLava.repeat.set( 6, 2 );
textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
textureLava.format = THREE.RGBFormat;
//
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 );
// GROUND
var groundMaterial = new THREE.MeshPhongMaterial( {
shininess: 80,
color: 0xffffff,
specular: 0xffffff,
map: textureSquares
} );
var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );
var ground = new THREE.Mesh( planeGeometry, groundMaterial );
ground.position.set( 0, 0, 0 );
ground.rotation.x = - Math.PI / 2;
ground.scale.set( 1000, 1000, 1000 );
ground.receiveShadow = true;
scene.add( ground );
// MATERIALS
var shader = THREE.ShaderLib[ "cube" ];
shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
shader.uniforms[ "tFlip" ].value = 1;
var materialCube = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms
} );
var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
// OBJECTS
var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
var cubeGeometry = new THREE.BoxGeometry( 150, 150, 150 );
addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
function addObjectColor( geometry, color, x, y, z, ry ) {
var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );
return addObject( geometry, material, x, y, z, ry );
}
function addObject( geometry, material, x, y, z, ry ) {
var tmpMesh = new THREE.Mesh( geometry, material );
tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );
tmpMesh.position.set( x, y, z );
tmpMesh.rotation.y = ry;
tmpMesh.castShadow = true;
tmpMesh.receiveShadow = true;
scene.add( tmpMesh );
return tmpMesh;
}
var bigCube = new THREE.BoxGeometry( 50, 500, 50 );
var midCube = new THREE.BoxGeometry( 50, 200, 50 );
var smallCube = new THREE.BoxGeometry( 100, 100, 100 );
addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
addObjectColor( new THREE.BoxGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
addObjectColor( new THREE.BoxGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
// MORPHS
var loader = new THREE.JSONLoader();
loader.load( "models/animated/sittingBox.js", function( geometry ) {
var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
morphMaterial.shading = THREE.FlatShading;
geometry.computeMorphNormals();
morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
var s = 200;
morph.scale.set( s, s, s );
morph.duration = 8000;
morph.mirroredLoop = true;
morph.castShadow = true;
morph.receiveShadow = true;
scene.add( morph );
} );
// LIGHTS
var sunIntensity = 0.3,
pointIntensity = 1,
pointColor = 0xffaa00;
if ( DAY ) {
sunIntensity = 1;
pointIntensity = 0.5;
pointColor = 0xffffff;
}
ambientLight = new THREE.AmbientLight( 0x3f2806 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
pointLight.position.set( 0, 0, 0 );
scene.add( pointLight );
sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
sunLight.position.set( 1000, 2000, 1000 );
sunLight.castShadow = true;
sunLight.shadowDarkness = 0.3 * sunIntensity;
sunLight.shadowBias = -0.0002;
sunLight.shadowCameraNear = 750;
sunLight.shadowCameraFar = 4000;
sunLight.shadowCameraFov = 30;
sunLight.shadowCameraVisible = false;
scene.add( sunLight );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( scene.fog.color );
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.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.target.set( 0, 120, 0 );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.15;
controls.keys = [ 65, 83, 68 ];
// STATS
stats = new Stats();
container.appendChild( stats.domElement );
// EVENTS
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'keydown', onKeyDown, false );
// TWEEN
parameters = { control: 0 };
tweenDirection = -1;
tweenDay = new TWEEN.Tween( parameters ).to( { control: 1 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
// GUI
gui = new dat.GUI();
shadowGUI = gui.addFolder( "Shadow" );
shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
});
shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
sunLight.shadowCamera.updateProjectionMatrix();
});
shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
sunLight.shadowCamera.updateProjectionMatrix();
});
shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
sunLight.shadowCamera.updateProjectionMatrix();
});
shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
sunLight.shadowBias = shadowConfig.shadowBias;
});
shadowGUI.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
});
shadowGUI.open();
gammaGUI = gui.addFolder( "Gamma" );
gammaGUI.add( gamma, 'gammaFactor', 0.1, 4.0 ).onChange( function() {
renderer.gammaFactor = gamma.gammaFactor;
});
gammaGUI.open();
/*
Not exposed because they are not easily dynamically updated - as all shaders need to be recompiled. -bhouston
gammaGUI.add( gamma, 'gammaInput', true ).onChange( function() {
renderer.gammaInput = gamma.gammaInput;
});
gammaGUI.add( gamma, 'gammaOutput', true ).onChange( function() {
renderer.gammaOutput = gamma.gammaOutput;
});*/
}
//
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 );
controls.handleResize();
}
//
function onKeyDown ( event ) {
switch ( event.keyCode ) {
case 78: /*N*/
if ( tweenDirection == 1 ) {
tweenDay.stop();
tweenNight.start();
tweenDirection = -1;
} else {
tweenNight.stop();
tweenDay.start();
tweenDirection = 1;
}
break;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
// update
var delta = 1000 * clock.getDelta();
TWEEN.update();
controls.update();
if ( morph ) morph.updateAnimation( delta );
scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
renderer.setClearColor( scene.fog.color );
sunLight.intensity = parameters.control * 0.7 + 0.3;
pointLight.intensity = - parameters.control * 0.5 + 1;
pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );
sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
// render cube map
mesh.visible = false;
renderer.autoClear = true;
cubeCamera.position.copy( mesh.position );
cubeCamera.updateCubeMap( renderer, scene );
renderer.autoClear = false;
mesh.visible = true;
// render scene
renderer.render( scene, camera );
}
</script>
</body>
</html>