mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-28 13:53:49 +01:00
262 lines
5.2 KiB
HTML
Executable File
262 lines
5.2 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 - custom attributes [lines]</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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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: #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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color: #fff;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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z-index:100;
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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="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example</div>
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<div id="container"></div>
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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="../build/three.min.js"></script>
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<script src="fonts/helvetiker_bold.typeface.js"></script>
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<script type="x-shader/x-vertex" id="vertexshader">
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uniform float amplitude;
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attribute vec3 displacement;
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attribute vec3 customColor;
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varying vec3 vColor;
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void main() {
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vec3 newPosition = position + amplitude * displacement;
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vColor = customColor;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
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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 float opacity;
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4( vColor * color, opacity );
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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 object, uniforms, attributes;
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var text = "three.js",
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height = 15,
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size = 50,
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curveSegments = 10,
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steps = 40,
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bevelThickness = 5,
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bevelSize = 1.5,
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bevelSegments = 10,
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bevelEnabled = true,
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font = "helvetiker", // helvetiker, optimer, gentilis, droid sans, droid serif
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weight = "bold", // normal bold
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style = "normal"; // normal italic
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var WIDTH = window.innerWidth,
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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( 30, WIDTH / HEIGHT, 1, 10000 );
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camera.position.z = 400;
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scene = new THREE.Scene();
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attributes = {
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displacement: { type: 'v3', value: [] },
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customColor: { type: 'c', value: [] }
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};
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uniforms = {
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amplitude: { type: "f", value: 5.0 },
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opacity: { type: "f", value: 0.3 },
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color: { type: "c", value: new THREE.Color( 0xff0000 ) }
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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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shaderMaterial.linewidth = 1;
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geometry = new THREE.TextGeometry( text, {
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size: size,
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height: height,
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curveSegments: curveSegments,
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font: font,
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weight: weight,
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style: style,
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bevelThickness: bevelThickness,
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bevelSize: bevelSize,
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bevelEnabled: bevelEnabled,
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bevelSegments: bevelSegments,
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steps: steps
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});
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geometry.dynamic = true;
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geometry.center();
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object = new THREE.Line( geometry, shaderMaterial, THREE.LineStrip );
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var vertices = object.geometry.vertices;
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var displacement = attributes.displacement.value;
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var color = attributes.customColor.value;
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for( var v = 0; v < vertices.length; v ++ ) {
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displacement[ v ] = new THREE.Vector3();
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color[ v ] = new THREE.Color( 0xffffff );
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color[ v ].setHSL( v / vertices.length, 0.5, 0.5 );
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}
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object.rotation.x = 0.2;
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scene.add( object );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setClearColor( 0x050505 );
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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() * 0.001;
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object.rotation.y = 0.25 * time;
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uniforms.amplitude.value = 0.5 * Math.sin( 0.5 * time );
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uniforms.color.value.offsetHSL( 0.0005, 0, 0 );
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var nx, ny, nz, value;
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for( var i = 0, il = attributes.displacement.value.length; i < il; i ++ ) {
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nx = 0.3 * ( 0.5 - Math.random() );
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ny = 0.3 * ( 0.5 - Math.random() );
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nz = 0.3 * ( 0.5 - Math.random() );
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value = attributes.displacement.value[ i ];
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value.x += nx;
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value.y += ny;
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value.z += nz;
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}
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attributes.displacement.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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