mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
182 lines
4.6 KiB
HTML
Executable File
182 lines
4.6 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 - parallax mapping</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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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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a { color: #ffffff; }
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:10px;
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text-align:center;
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}
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#oldie {
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background:rgb(200,100,0) !important;
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color:#fff;
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}
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#vt { display:none }
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#vt, #vt a { color:orange; }
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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">Three.js</a> parallax mapping <br />
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Oryginal shaders authors:
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<a href="http://sunandblackcat.com/tipFullView.php?topicid=28">Igor Dyhta</a>,
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<a href="http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html">Morten S. Mikkelsen</a><br />
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Texture by <a href="http://agf81.deviantart.com/">AGF81</a>
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</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/dat.gui.min.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/shaders/ParallaxShader.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var stats;
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var camera, scene, material, renderer;
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var effectController = {
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'mode': 'relief',
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'scale': 0.005,
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'minLayers': 20,
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'maxLayers': 25,
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};
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init();
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initGUI();
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animate();
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function init() {
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var container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 10 );
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camera.position.z = 2;
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scene = new THREE.Scene();
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initScene();
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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var controls = new THREE.OrbitControls( camera, 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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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function guiChanged() {
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var uniforms = material.uniforms;
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uniforms[ 'parallaxScale' ].value = -1.0 * effectController.scale;
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uniforms[ 'parallaxMinLayers' ].value = effectController.minLayers;
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uniforms[ 'parallaxMaxLayers' ].value = effectController.maxLayers;
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material.defines = {};
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material.defines[THREE.ParallaxShader.modes[effectController.mode]] = '';
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material.needsUpdate = true;
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}
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function initGUI() {
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var gui = new dat.GUI();
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gui.add( effectController, 'mode', Object.keys( THREE.ParallaxShader.modes ) ).onChange( guiChanged );
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gui.add( effectController, 'scale', 0.0, 0.01, 0.001 ).onChange( guiChanged );
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gui.add( effectController, 'minLayers', 1.0, 30, 1 ).onChange( guiChanged );
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gui.add( effectController, 'maxLayers', 1.0, 30, 1 ).onChange( guiChanged );
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guiChanged();
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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 initScene() {
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var shader = THREE.ParallaxShader;
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var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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var parameters = {
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader,
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uniforms: uniforms
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};
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material = new THREE.ShaderMaterial( parameters );
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material.map = THREE.ImageUtils.loadTexture( 'textures/brick_diffuse.jpg' );
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material.bumpMap = THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg' );
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material.map.anisotropy = 4;
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material.bumpMap.anisotropy = 4;
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uniforms[ 'map' ].value = material.map;
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uniforms[ 'bumpMap' ].value = material.bumpMap;
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var geometry = new THREE.BoxGeometry( 1.0, 1.0, 1.0 );
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var mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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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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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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