mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
225 lines
4.8 KiB
HTML
Executable File
225 lines
4.8 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 - buffer geometry custom attributes - particles</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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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;
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width: 100%;
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padding: 5px;
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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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}
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a {
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color: #fff;
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}
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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> webgl - buffergeometry custom attributes - particles</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 type="x-shader/x-vertex" id="vertexshader">
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attribute float size;
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attribute vec3 customColor;
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varying vec3 vColor;
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void main() {
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vColor = customColor;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script type="x-shader/x-fragment" id="fragmentshader">
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uniform vec3 color;
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uniform sampler2D texture;
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4( color * vColor, 1.0 );
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gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
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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 renderer, scene, camera, stats;
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var particleSystem, uniforms, geometry;
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var particles = 100000;
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var WIDTH = window.innerWidth;
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var HEIGHT = window.innerHeight;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
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camera.position.z = 300;
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scene = new THREE.Scene();
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var attributes = {
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size: { type: 'f', value: null },
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customColor: { type: 'c', value: null }
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};
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uniforms = {
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color: { type: "c", value: new THREE.Color( 0xffffff ) },
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texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) }
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};
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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attributes: attributes,
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vertexShader: document.getElementById( 'vertexshader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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blending: THREE.AdditiveBlending,
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depthTest: false,
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transparent: true
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});
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var radius = 200;
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geometry = new THREE.BufferGeometry();
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var positions = new Float32Array( particles * 3 );
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var values_color = new Float32Array( particles * 3 );
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var values_size = new Float32Array( particles );
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var color = new THREE.Color();
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for( var v = 0; v < particles; v++ ) {
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values_size[ v ] = 20;
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positions[ v * 3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
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positions[ v * 3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
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positions[ v * 3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
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color.setHSL( v / particles, 1.0, 0.5 );
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values_color[ v * 3 + 0 ] = color.r;
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values_color[ v * 3 + 1 ] = color.g;
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values_color[ v * 3 + 2 ] = color.b;
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}
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geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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geometry.addAttribute( 'customColor', new THREE.BufferAttribute( values_color, 3 ) );
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geometry.addAttribute( 'size', new THREE.BufferAttribute( values_size, 1 ) );
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particleSystem = new THREE.PointCloud( geometry, shaderMaterial );
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scene.add( particleSystem );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( WIDTH, HEIGHT );
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var container = document.getElementById( 'container' );
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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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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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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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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 = Date.now() * 0.005;
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particleSystem.rotation.z = 0.01 * time;
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var size = geometry.attributes.size.array;
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for( var i = 0; i < particles; i++ ) {
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size[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
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}
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geometry.attributes.size.needsUpdate = true;
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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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