mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
256 lines
7.3 KiB
HTML
Executable File
256 lines
7.3 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 - materials</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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font-family: Monospace;
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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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</style>
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</head>
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<body>
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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>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer, objects;
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var particleLight;
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var materials = [];
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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 = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 0, 200, 800 );
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scene = new THREE.Scene();
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// Grid
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var line_material = new THREE.LineBasicMaterial( { color: 0x303030 } ),
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geometry = new THREE.Geometry(),
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floor = -75, step = 25;
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for ( var i = 0; i <= 40; i ++ ) {
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geometry.vertices.push( new THREE.Vector3( - 500, floor, i * step - 500 ) );
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geometry.vertices.push( new THREE.Vector3( 500, floor, i * step - 500 ) );
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geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, -500 ) );
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geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, 500 ) );
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}
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var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
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scene.add( line );
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// Materials
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var texture = new THREE.Texture( generateTexture() );
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texture.needsUpdate = true;
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materials.push( new THREE.MeshLambertMaterial( { map: texture, transparent: true } ) );
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materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
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materials.push( new THREE.MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
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materials.push( new THREE.MeshNormalMaterial( ) );
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materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending } ) );
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//materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) );
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materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ) );
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materials.push( new THREE.MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true } ) );
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materials.push( new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ) );
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materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ) );
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materials.push( new THREE.MeshDepthMaterial() );
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materials.push( new THREE.MeshLambertMaterial( { color: 0x666666, emissive: 0xff0000, shading: THREE.SmoothShading } ) );
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materials.push( new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x666666, emissive: 0xff0000, shininess: 10, shading: THREE.SmoothShading, opacity: 0.9, transparent: true } ) );
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materials.push( new THREE.MeshBasicMaterial( { map: texture, transparent: true } ) );
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// Spheres geometry
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var geometry_smooth = new THREE.SphereGeometry( 70, 32, 16 );
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var geometry_flat = new THREE.SphereGeometry( 70, 32, 16 );
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var geometry_pieces = new THREE.SphereGeometry( 70, 32, 16 ); // Extra geometry to be broken down for MeshFaceMaterial
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for ( var i = 0, l = geometry_pieces.faces.length; i < l; i ++ ) {
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var face = geometry_pieces.faces[ i ];
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face.materialIndex = Math.floor( Math.random() * materials.length );
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}
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geometry_pieces.materials = materials;
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materials.push( new THREE.MeshFaceMaterial( materials ) );
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objects = [];
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var sphere, geometry, material;
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for ( var i = 0, l = materials.length; i < l; i ++ ) {
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material = materials[ i ];
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geometry = material instanceof THREE.MeshFaceMaterial ? geometry_pieces :
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( material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth );
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sphere = new THREE.Mesh( geometry, material );
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sphere.position.x = ( i % 4 ) * 200 - 400;
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sphere.position.z = Math.floor( i / 4 ) * 200 - 200;
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sphere.rotation.x = Math.random() * 200 - 100;
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sphere.rotation.y = Math.random() * 200 - 100;
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sphere.rotation.z = Math.random() * 200 - 100;
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objects.push( sphere );
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scene.add( sphere );
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}
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particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
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scene.add( particleLight );
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// Lights
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scene.add( new THREE.AmbientLight( 0x111111 ) );
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var directionalLight = new THREE.DirectionalLight( /*Math.random() * */ 0xffffff, 0.125 );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.add( directionalLight );
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var pointLight = new THREE.PointLight( 0xffffff, 1 );
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particleLight.add( pointLight );
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//
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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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//
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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 generateTexture() {
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var canvas = document.createElement( 'canvas' );
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canvas.width = 256;
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canvas.height = 256;
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var context = canvas.getContext( '2d' );
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var image = context.getImageData( 0, 0, 256, 256 );
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var x = 0, y = 0;
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for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {
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x = j % 256;
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y = x == 0 ? y + 1 : y;
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image.data[ i ] = 255;
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image.data[ i + 1 ] = 255;
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image.data[ i + 2 ] = 255;
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image.data[ i + 3 ] = Math.floor( x ^ y );
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}
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context.putImageData( image, 0, 0 );
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return canvas;
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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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var timer = 0.0001 * Date.now();
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camera.position.x = Math.cos( timer ) * 1000;
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camera.position.z = Math.sin( timer ) * 1000;
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camera.lookAt( scene.position );
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for ( var i = 0, l = objects.length; i < l; i ++ ) {
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var object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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}
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materials[ materials.length - 3 ].emissive.setHSL( 0.54, 1, 0.35 * ( 0.5 + 0.5 * Math.sin( 35 * timer ) ) );
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materials[ materials.length - 4 ].emissive.setHSL( 0.04, 1, 0.35 * ( 0.5 + 0.5 * Math.cos( 35 * timer ) ) );
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particleLight.position.x = Math.sin( timer * 7 ) * 300;
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particleLight.position.y = Math.cos( timer * 5 ) * 400;
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particleLight.position.z = Math.cos( timer * 3 ) * 300;
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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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