mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 11:07:57 +01:00
661 lines
15 KiB
HTML
Executable File
661 lines
15 KiB
HTML
Executable File
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<title>three.js webgl - marching cubes</title>
|
|
<meta charset="utf-8">
|
|
<style>
|
|
body {
|
|
color: #fff;
|
|
font-family: Monospace;
|
|
font-size: 13px;
|
|
text-align: center;
|
|
|
|
background-color: #000;
|
|
margin: 0px;
|
|
overflow: hidden;
|
|
}
|
|
|
|
#info {
|
|
color: #ffffff;
|
|
position: absolute;
|
|
top: 0px;
|
|
width: 100%;
|
|
padding: 5px;
|
|
}
|
|
|
|
a {
|
|
color: gold;
|
|
}
|
|
|
|
#oldie {
|
|
font-family: monospace;
|
|
font-size: 13px;
|
|
|
|
text-align: center;
|
|
background: rgb(0, 0, 50);
|
|
color: #fff;
|
|
padding: 1em;
|
|
|
|
width: 475px;
|
|
margin: 5em auto 0;
|
|
|
|
display: none;
|
|
}
|
|
|
|
#stats { position: absolute; top:0; left: 0 }
|
|
#stats #fps { background: transparent !important }
|
|
#stats #fps #fpsText { color: #aaa !important }
|
|
#stats #fps #fpsGraph { display: none }
|
|
</style>
|
|
</head>
|
|
|
|
<body>
|
|
|
|
<div id="container"></div>
|
|
<div id="info">
|
|
<a href="http://threejs.org" target="_blank">three.js</a> -
|
|
marching cubes -
|
|
[based on greggman's <a href="http://webglsamples.googlecode.com/hg/blob/blob.html">blob</a>, original code by Henrik Rydgård]
|
|
</div>
|
|
|
|
<script src="../build/three.min.js"></script>
|
|
|
|
<script src="js/controls/OrbitControls.js"></script>
|
|
|
|
<script src="js/shaders/CopyShader.js"></script>
|
|
<script src="js/shaders/FXAAShader.js"></script>
|
|
<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
|
|
<script src="js/shaders/VerticalTiltShiftShader.js"></script>
|
|
|
|
<script src="js/postprocessing/EffectComposer.js"></script>
|
|
<script src="js/postprocessing/RenderPass.js"></script>
|
|
<script src="js/postprocessing/BloomPass.js"></script>
|
|
<script src="js/postprocessing/ShaderPass.js"></script>
|
|
<script src="js/postprocessing/MaskPass.js"></script>
|
|
<script src="js/postprocessing/SavePass.js"></script>
|
|
|
|
<script src="js/MarchingCubes.js"></script>
|
|
<script src="js/ShaderToon.js"></script>
|
|
|
|
<script src="js/Detector.js"></script>
|
|
<script src="js/libs/stats.min.js"></script>
|
|
<script src="js/libs/dat.gui.min.js"></script>
|
|
|
|
|
|
<script>
|
|
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
|
|
|
|
var MARGIN = 0;
|
|
|
|
var SCREEN_WIDTH = window.innerWidth;
|
|
var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
|
|
|
|
var container, stats;
|
|
|
|
var camera, scene, renderer;
|
|
|
|
var mesh, texture, geometry, materials, material, current_material;
|
|
|
|
var light, pointLight, ambientLight;
|
|
|
|
var effect, resolution, numBlobs;
|
|
|
|
var composer, effectFXAA, hblur, vblur;
|
|
|
|
var effectController;
|
|
|
|
var time = 0;
|
|
var clock = new THREE.Clock();
|
|
|
|
init();
|
|
animate();
|
|
|
|
function init() {
|
|
|
|
container = document.getElementById( 'container' );
|
|
|
|
// CAMERA
|
|
|
|
camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
|
|
camera.position.set( -500, 500, 1500 );
|
|
|
|
// SCENE
|
|
|
|
scene = new THREE.Scene();
|
|
|
|
// LIGHTS
|
|
|
|
light = new THREE.DirectionalLight( 0xffffff );
|
|
light.position.set( 0.5, 0.5, 1 );
|
|
scene.add( light );
|
|
|
|
pointLight = new THREE.PointLight( 0xff3300 );
|
|
pointLight.position.set( 0, 0, 100 );
|
|
scene.add( pointLight );
|
|
|
|
ambientLight = new THREE.AmbientLight( 0x080808 );
|
|
scene.add( ambientLight );
|
|
|
|
// MATERIALS
|
|
|
|
materials = generateMaterials();
|
|
current_material = "shiny";
|
|
|
|
// MARCHING CUBES
|
|
|
|
resolution = 28;
|
|
numBlobs = 10;
|
|
|
|
effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
|
|
effect.position.set( 0, 0, 0 );
|
|
effect.scale.set( 700, 700, 700 );
|
|
|
|
effect.enableUvs = false;
|
|
effect.enableColors = false;
|
|
|
|
scene.add( effect );
|
|
|
|
// RENDERER
|
|
|
|
renderer = new THREE.WebGLRenderer();
|
|
renderer.setClearColor( 0x050505 );
|
|
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.gammaInput = true;
|
|
renderer.gammaOutput = true;
|
|
|
|
// CONTROLS
|
|
|
|
controls = new THREE.OrbitControls( camera, renderer.domElement );
|
|
|
|
// STATS
|
|
|
|
stats = new Stats();
|
|
container.appendChild( stats.domElement );
|
|
|
|
// COMPOSER
|
|
|
|
renderer.autoClear = false;
|
|
|
|
var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
|
|
renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
|
|
|
|
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
|
|
|
|
hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
|
|
vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
|
|
|
|
var bluriness = 8;
|
|
|
|
hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
|
|
vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
|
|
|
|
hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
|
|
|
|
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
|
|
|
|
composer = new THREE.EffectComposer( renderer, renderTarget );
|
|
|
|
var renderModel = new THREE.RenderPass( scene, camera );
|
|
|
|
vblur.renderToScreen = true;
|
|
//effectFXAA.renderToScreen = true;
|
|
|
|
composer = new THREE.EffectComposer( renderer, renderTarget );
|
|
|
|
composer.addPass( renderModel );
|
|
|
|
composer.addPass( effectFXAA );
|
|
|
|
composer.addPass( hblur );
|
|
composer.addPass( vblur );
|
|
|
|
// GUI
|
|
|
|
setupGui();
|
|
|
|
// EVENTS
|
|
|
|
window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
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 );
|
|
composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
|
hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
|
|
vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
|
|
|
|
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
|
|
|
|
}
|
|
|
|
function generateMaterials() {
|
|
|
|
// environment map
|
|
|
|
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 );
|
|
reflectionCube.format = THREE.RGBFormat;
|
|
|
|
var refractionCube = new THREE.Texture( reflectionCube.image, THREE.CubeRefractionMapping );
|
|
reflectionCube.format = THREE.RGBFormat;
|
|
|
|
// toons
|
|
|
|
var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight ),
|
|
toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight ),
|
|
hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight ),
|
|
hatchingMaterial2 = createShaderMaterial( "hatching", light, ambientLight ),
|
|
dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
|
|
dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
|
|
|
|
hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
|
|
hatchingMaterial2.uniforms.uLineColor1.value.setHSL( 0, 0.8, 0.5 );
|
|
hatchingMaterial2.uniforms.uLineColor2.value.setHSL( 0, 0.8, 0.5 );
|
|
hatchingMaterial2.uniforms.uLineColor3.value.setHSL( 0, 0.8, 0.5 );
|
|
hatchingMaterial2.uniforms.uLineColor4.value.setHSL( 0.1, 0.8, 0.5 );
|
|
|
|
dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
|
|
dottedMaterial2.uniforms.uLineColor1.value.setHSL( 0.05, 1.0, 0.5 );
|
|
|
|
var texture = THREE.ImageUtils.loadTexture( "textures/UV_Grid_Sm.jpg" );
|
|
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
|
|
|
|
var materials = {
|
|
|
|
"chrome" :
|
|
{
|
|
m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
|
|
h: 0, s: 0, l: 1
|
|
},
|
|
|
|
"liquid" :
|
|
{
|
|
m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
|
|
h: 0, s: 0, l: 1
|
|
},
|
|
|
|
"shiny" :
|
|
{
|
|
m: new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0x440000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3, metal: true } ),
|
|
h: 0, s: 0.8, l: 0.2
|
|
},
|
|
|
|
"matte" :
|
|
{
|
|
m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
|
|
h: 0, s: 0, l: 1
|
|
},
|
|
|
|
"flat" :
|
|
{
|
|
m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1, shading: THREE.FlatShading } ),
|
|
h: 0, s: 0, l: 1
|
|
},
|
|
|
|
"textured" :
|
|
{
|
|
m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
|
|
h: 0, s: 0, l: 1
|
|
},
|
|
|
|
"colors" :
|
|
{
|
|
m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
|
|
h: 0, s: 0, l: 1
|
|
},
|
|
|
|
"plastic" :
|
|
{
|
|
m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
|
|
h: 0.6, s: 0.8, l: 0.1
|
|
},
|
|
|
|
"toon1" :
|
|
{
|
|
m: toonMaterial1,
|
|
h: 0.2, s: 1, l: 0.75
|
|
},
|
|
|
|
"toon2" :
|
|
{
|
|
m: toonMaterial2,
|
|
h: 0.4, s: 1, l: 0.75
|
|
},
|
|
|
|
"hatching" :
|
|
{
|
|
m: hatchingMaterial,
|
|
h: 0.2, s: 1, l: 0.9
|
|
},
|
|
|
|
"hatching2" :
|
|
{
|
|
m: hatchingMaterial2,
|
|
h: 0.0, s: 0.8, l: 0.5
|
|
},
|
|
|
|
"dotted" :
|
|
{
|
|
m: dottedMaterial,
|
|
h: 0.2, s: 1, l: 0.9
|
|
},
|
|
|
|
"dotted2" :
|
|
{
|
|
m: dottedMaterial2,
|
|
h: 0.1, s: 1, l: 0.5
|
|
}
|
|
|
|
};
|
|
|
|
return materials;
|
|
|
|
}
|
|
|
|
function createShaderMaterial( id, light, ambientLight ) {
|
|
|
|
var shader = THREE.ShaderToon[ id ];
|
|
|
|
var u = THREE.UniformsUtils.clone( shader.uniforms );
|
|
|
|
var vs = shader.vertexShader;
|
|
var fs = shader.fragmentShader;
|
|
|
|
var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
|
|
|
|
material.uniforms.uDirLightPos.value = light.position;
|
|
material.uniforms.uDirLightColor.value = light.color;
|
|
|
|
material.uniforms.uAmbientLightColor.value = ambientLight.color;
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function setupGui() {
|
|
|
|
var createHandler = function( id ) {
|
|
|
|
return function() {
|
|
|
|
var mat_old = materials[ current_material ];
|
|
mat_old.h = m_h.getValue();
|
|
mat_old.s = m_s.getValue();
|
|
mat_old.l = m_l.getValue();
|
|
|
|
current_material = id;
|
|
|
|
var mat = materials[ id ];
|
|
effect.material = mat.m;
|
|
|
|
m_h.setValue( mat.h );
|
|
m_s.setValue( mat.s );
|
|
m_l.setValue( mat.l );
|
|
|
|
if ( current_material === "textured" ) {
|
|
|
|
effect.enableUvs = true;
|
|
|
|
} else {
|
|
|
|
effect.enableUvs = false;
|
|
|
|
}
|
|
|
|
if ( current_material === "colors" ) {
|
|
|
|
effect.enableColors = true;
|
|
|
|
} else {
|
|
|
|
effect.enableColors = false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
effectController = {
|
|
|
|
material: "shiny",
|
|
|
|
speed: 1.0,
|
|
numBlobs: 10,
|
|
resolution: 28,
|
|
isolation: 80,
|
|
|
|
floor: true,
|
|
wallx: false,
|
|
wallz: false,
|
|
|
|
hue: 0.0,
|
|
saturation: 0.8,
|
|
lightness: 0.1,
|
|
|
|
lhue: 0.04,
|
|
lsaturation: 1.0,
|
|
llightness: 0.5,
|
|
|
|
lx: 0.5,
|
|
ly: 0.5,
|
|
lz: 1.0,
|
|
|
|
postprocessing: false,
|
|
|
|
dummy: function() {
|
|
}
|
|
|
|
};
|
|
|
|
var h, m_h, m_s, m_l;
|
|
|
|
var gui = new dat.GUI();
|
|
|
|
// material (type)
|
|
|
|
h = gui.addFolder( "Materials" );
|
|
|
|
for ( var m in materials ) {
|
|
|
|
effectController[ m ] = createHandler( m );
|
|
h.add( effectController, m ).name( m );
|
|
|
|
}
|
|
|
|
// material (color)
|
|
|
|
h = gui.addFolder( "Material color" );
|
|
|
|
m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
|
|
m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
|
|
m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
|
|
|
|
// light (point)
|
|
|
|
h = gui.addFolder( "Point light color" );
|
|
|
|
h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name("hue");
|
|
h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name("saturation");
|
|
h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name("lightness");
|
|
|
|
// light (directional)
|
|
|
|
h = gui.addFolder( "Directional light orientation" );
|
|
|
|
h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name("x");
|
|
h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name("y");
|
|
h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name("z");
|
|
|
|
// simulation
|
|
|
|
h = gui.addFolder( "Simulation" );
|
|
|
|
h.add( effectController, "speed", 0.1, 8.0, 0.05 );
|
|
h.add( effectController, "numBlobs", 1, 50, 1 );
|
|
h.add( effectController, "resolution", 14, 40, 1 );
|
|
h.add( effectController, "isolation", 10, 300, 1 );
|
|
|
|
h.add( effectController, "floor" );
|
|
h.add( effectController, "wallx" );
|
|
h.add( effectController, "wallz" );
|
|
|
|
// rendering
|
|
|
|
h = gui.addFolder( "Rendering" );
|
|
h.add( effectController, "postprocessing" );
|
|
|
|
}
|
|
|
|
// this controls content of marching cubes voxel field
|
|
|
|
function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
|
|
|
|
object.reset();
|
|
|
|
// fill the field with some metaballs
|
|
|
|
var i, ballx, bally, ballz, subtract, strength;
|
|
|
|
subtract = 12;
|
|
strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
|
|
|
|
for ( i = 0; i < numblobs; i ++ ) {
|
|
|
|
ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
|
|
bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
|
|
ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
|
|
|
|
object.addBall(ballx, bally, ballz, strength, subtract);
|
|
|
|
}
|
|
|
|
if ( floor ) object.addPlaneY( 2, 12 );
|
|
if ( wallz ) object.addPlaneZ( 2, 12 );
|
|
if ( wallx ) object.addPlaneX( 2, 12 );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
render();
|
|
stats.update();
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
var delta = clock.getDelta();
|
|
|
|
time += delta * effectController.speed * 0.5;
|
|
|
|
controls.update( delta );
|
|
|
|
// marching cubes
|
|
|
|
if ( effectController.resolution !== resolution ) {
|
|
|
|
resolution = effectController.resolution;
|
|
effect.init( resolution );
|
|
|
|
}
|
|
|
|
if ( effectController.isolation !== effect.isolation ) {
|
|
|
|
effect.isolation = effectController.isolation;
|
|
|
|
}
|
|
|
|
updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
|
|
|
|
// materials
|
|
|
|
if ( effect.material instanceof THREE.ShaderMaterial ) {
|
|
|
|
if ( current_material === "dotted2" ) {
|
|
|
|
effect.material.uniforms.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
|
|
|
|
} else if ( current_material === "hatching2" ) {
|
|
|
|
u = effect.material.uniforms;
|
|
|
|
u.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
|
|
u.uLineColor2.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
|
|
u.uLineColor3.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
|
|
u.uLineColor4.value.setHSL( ( effectController.hue + 0.2 % 1.0 ), effectController.saturation, effectController.lightness );
|
|
|
|
} else {
|
|
|
|
effect.material.uniforms.uBaseColor.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
effect.material.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
|
|
|
|
}
|
|
|
|
// lights
|
|
|
|
light.position.set( effectController.lx, effectController.ly, effectController.lz );
|
|
light.position.normalize();
|
|
|
|
pointLight.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
|
|
|
|
// render
|
|
|
|
if ( effectController.postprocessing ) {
|
|
|
|
composer.render( delta );
|
|
|
|
} else {
|
|
|
|
renderer.clear();
|
|
renderer.render( scene, camera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|