mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-23 11:33:49 +01:00
558 lines
14 KiB
HTML
Executable File
558 lines
14 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 - physically based shading</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: #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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font-weight: bold;
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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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position: relative;
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margin: 0 auto -2.1em;
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top: 0px;
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width: 550px;
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padding: 5px;
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z-index:100;
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}
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a { color: skyblue; }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #444 !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="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/TrackballControls.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/tween.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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var MARGIN = 0;
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var WIDTH = window.innerWidth || 2;
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var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
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var SCREEN_WIDTH = WIDTH;
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var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
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var FAR = 10000;
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var DAY = 0;
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var container, stats;
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var camera, scene, renderer;
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var mesh, geometry;
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var cubeCamera;
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var sunLight, pointLight, ambientLight;
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var morph;
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var parameters, tweenDirection, tweenDay, tweenNight;
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var clock = new THREE.Clock();
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var gui, shadowConfig = {
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shadowCameraVisible: false,
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shadowCameraNear: 750,
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shadowCameraFar: 4000,
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shadowCameraFov: 30,
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shadowBias: -0.0002,
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shadowDarkness: 0.3
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}, gamma = {
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gammaFactor: 2.0,
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gammaInput: true,
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gammaOutput: true
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};
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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
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camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
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camera.position.set( 500, 400, 1200 );
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// SCENE
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
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// CUBE CAMERA
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cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
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scene.add( cubeCamera );
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// TEXTURES
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var x = document.createElement( "canvas" );
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var xc = x.getContext("2d");
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x.width = x.height = 128;
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xc.fillStyle = "#fff";
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xc.fillRect(0, 0, 128, 128);
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xc.fillStyle = "#000";
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xc.fillRect(0, 0, 64, 64);
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xc.fillStyle = "#999";
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xc.fillRect(32, 32, 32, 32);
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xc.fillStyle = "#000";
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xc.fillRect(64, 64, 64, 64);
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xc.fillStyle = "#555";
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xc.fillRect(96, 96, 32, 32);
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var texturePattern = new THREE.Texture( x, THREE.UVMapping, THREE.RepeatWrapping, THREE.RepeatWrapping );
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texturePattern.needsUpdate = true;
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texturePattern.repeat.set( 1000, 1000 );
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texturePattern.format = THREE.RGBFormat;
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var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
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textureSquares.repeat.set( 50, 50 );
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textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
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textureSquares.magFilter = THREE.NearestFilter;
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textureSquares.format = THREE.RGBFormat;
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var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
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textureNoiseColor.repeat.set( 1, 1 );
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textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
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textureNoiseColor.format = THREE.RGBFormat;
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var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
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textureLava.repeat.set( 6, 2 );
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textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
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textureLava.format = THREE.RGBFormat;
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//
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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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// GROUND
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var groundMaterial = new THREE.MeshPhongMaterial( {
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shininess: 80,
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color: 0xffffff,
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specular: 0xffffff,
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map: textureSquares
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} );
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var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );
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var ground = new THREE.Mesh( planeGeometry, groundMaterial );
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ground.position.set( 0, 0, 0 );
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ground.rotation.x = - Math.PI / 2;
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ground.scale.set( 1000, 1000, 1000 );
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ground.receiveShadow = true;
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scene.add( ground );
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// MATERIALS
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var shader = THREE.ShaderLib[ "cube" ];
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shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
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shader.uniforms[ "tFlip" ].value = 1;
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var materialCube = new THREE.ShaderMaterial( {
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader,
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uniforms: shader.uniforms
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} );
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var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
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var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
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var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
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// OBJECTS
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var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
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var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
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var cubeGeometry = new THREE.BoxGeometry( 150, 150, 150 );
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addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
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addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
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mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
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function addObjectColor( geometry, color, x, y, z, ry ) {
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var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );
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return addObject( geometry, material, x, y, z, ry );
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}
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function addObject( geometry, material, x, y, z, ry ) {
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var tmpMesh = new THREE.Mesh( geometry, material );
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tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );
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tmpMesh.position.set( x, y, z );
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tmpMesh.rotation.y = ry;
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tmpMesh.castShadow = true;
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tmpMesh.receiveShadow = true;
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scene.add( tmpMesh );
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return tmpMesh;
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}
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var bigCube = new THREE.BoxGeometry( 50, 500, 50 );
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var midCube = new THREE.BoxGeometry( 50, 200, 50 );
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var smallCube = new THREE.BoxGeometry( 100, 100, 100 );
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addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
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addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
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addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
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addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
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addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
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addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
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addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
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addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
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addObjectColor( new THREE.BoxGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
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addObjectColor( new THREE.BoxGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
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addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
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// MORPHS
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var loader = new THREE.JSONLoader();
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loader.load( "models/animated/sittingBox.js", function( geometry ) {
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var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
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morphMaterial.shading = THREE.FlatShading;
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geometry.computeMorphNormals();
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morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
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var s = 200;
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morph.scale.set( s, s, s );
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morph.duration = 8000;
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morph.mirroredLoop = true;
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morph.castShadow = true;
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morph.receiveShadow = true;
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scene.add( morph );
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} );
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// LIGHTS
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var sunIntensity = 0.3,
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pointIntensity = 1,
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pointColor = 0xffaa00;
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if ( DAY ) {
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sunIntensity = 1;
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pointIntensity = 0.5;
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pointColor = 0xffffff;
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}
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ambientLight = new THREE.AmbientLight( 0x3f2806 );
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scene.add( ambientLight );
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pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
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pointLight.position.set( 0, 0, 0 );
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scene.add( pointLight );
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sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
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sunLight.position.set( 1000, 2000, 1000 );
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sunLight.castShadow = true;
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sunLight.shadowDarkness = 0.3 * sunIntensity;
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sunLight.shadowBias = -0.0002;
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sunLight.shadowCameraNear = 750;
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sunLight.shadowCameraFar = 4000;
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sunLight.shadowCameraFov = 30;
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sunLight.shadowCameraVisible = false;
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scene.add( sunLight );
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// RENDERER
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setClearColor( scene.fog.color );
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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.shadowMapEnabled = true;
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renderer.shadowMapType = THREE.PCFSoftShadowMap;
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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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controls = new THREE.TrackballControls( camera, renderer.domElement );
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controls.target.set( 0, 120, 0 );
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controls.rotateSpeed = 1.0;
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controls.zoomSpeed = 1.2;
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controls.panSpeed = 0.8;
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controls.noZoom = false;
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controls.noPan = false;
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controls.staticMoving = true;
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controls.dynamicDampingFactor = 0.15;
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controls.keys = [ 65, 83, 68 ];
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// STATS
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stats = new Stats();
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container.appendChild( stats.domElement );
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// EVENTS
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window.addEventListener( 'resize', onWindowResize, false );
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document.addEventListener( 'keydown', onKeyDown, false );
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// TWEEN
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parameters = { control: 0 };
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tweenDirection = -1;
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tweenDay = new TWEEN.Tween( parameters ).to( { control: 1 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
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tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
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// GUI
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gui = new dat.GUI();
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shadowGUI = gui.addFolder( "Shadow" );
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shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
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sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
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});
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shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
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sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
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sunLight.shadowCamera.updateProjectionMatrix();
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});
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shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
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sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
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sunLight.shadowCamera.updateProjectionMatrix();
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});
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shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
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sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
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sunLight.shadowCamera.updateProjectionMatrix();
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});
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shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
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sunLight.shadowBias = shadowConfig.shadowBias;
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});
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shadowGUI.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
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});
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shadowGUI.open();
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gammaGUI = gui.addFolder( "Gamma" );
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gammaGUI.add( gamma, 'gammaFactor', 0.1, 4.0 ).onChange( function() {
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renderer.gammaFactor = gamma.gammaFactor;
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});
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gammaGUI.open();
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/*
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Not exposed because they are not easily dynamically updated - as all shaders need to be recompiled. -bhouston
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gammaGUI.add( gamma, 'gammaInput', true ).onChange( function() {
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renderer.gammaInput = gamma.gammaInput;
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});
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gammaGUI.add( gamma, 'gammaOutput', true ).onChange( function() {
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renderer.gammaOutput = gamma.gammaOutput;
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});*/
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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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controls.handleResize();
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}
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//
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function onKeyDown ( event ) {
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switch ( event.keyCode ) {
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case 78: /*N*/
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if ( tweenDirection == 1 ) {
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tweenDay.stop();
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tweenNight.start();
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tweenDirection = -1;
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} else {
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tweenNight.stop();
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tweenDay.start();
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tweenDirection = 1;
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}
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break;
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}
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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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// update
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var delta = 1000 * clock.getDelta();
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TWEEN.update();
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controls.update();
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if ( morph ) morph.updateAnimation( delta );
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scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
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renderer.setClearColor( scene.fog.color );
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sunLight.intensity = parameters.control * 0.7 + 0.3;
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pointLight.intensity = - parameters.control * 0.5 + 1;
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pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );
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sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
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// render cube map
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mesh.visible = false;
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renderer.autoClear = true;
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cubeCamera.position.copy( mesh.position );
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cubeCamera.updateCubeMap( renderer, scene );
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renderer.autoClear = false;
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mesh.visible = true;
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// render scene
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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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