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524 lines
12 KiB
524 lines
12 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - marching cubes</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: #fff;
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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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background-color: #000;
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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: #ffffff;
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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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}
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a {
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color: gold;
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}
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#webglmessage {
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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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background: rgb(0, 0, 50);
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color: #fff;
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padding: 1em;
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width: 475px;
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margin: 5em auto 0;
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display: none;
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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">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
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marching cubes -
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[based on greggman's <a href="https://webglsamples.org/blob/blob.html">blob</a>, original code by Henrik Rydgård]
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</div>
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<script src="../build/three.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/MarchingCubes.js"></script>
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<script src="js/ShaderToon.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var container, stats;
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var camera, scene, renderer;
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var materials, current_material;
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var light, pointLight, ambientLight;
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var effect, resolution;
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var effectController;
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var time = 0;
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var clock = new THREE.Clock();
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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// CAMERA
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.set( - 500, 500, 1500 );
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// SCENE
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x050505 );
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// LIGHTS
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light = new THREE.DirectionalLight( 0xffffff );
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light.position.set( 0.5, 0.5, 1 );
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scene.add( light );
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pointLight = new THREE.PointLight( 0xff3300 );
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pointLight.position.set( 0, 0, 100 );
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scene.add( pointLight );
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ambientLight = new THREE.AmbientLight( 0x080808 );
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scene.add( ambientLight );
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// MATERIALS
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materials = generateMaterials();
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current_material = "shiny";
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// MARCHING CUBES
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resolution = 28;
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effect = new THREE.MarchingCubes( resolution, materials[ current_material ].m, true, true );
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effect.position.set( 0, 0, 0 );
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effect.scale.set( 700, 700, 700 );
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effect.enableUvs = false;
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effect.enableColors = false;
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scene.add( effect );
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// RENDERER
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renderer = new THREE.WebGLRenderer();
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renderer.gammaOutput = true;
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.domElement.style.position = "absolute";
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renderer.domElement.style.top = "0px";
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renderer.domElement.style.left = "0px";
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container.appendChild( renderer.domElement );
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// CONTROLS
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var controls = new THREE.OrbitControls( camera, renderer.domElement );
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// STATS
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stats = new Stats();
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container.appendChild( stats.dom );
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// GUI
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setupGui();
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// EVENTS
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window.addEventListener( 'resize', onWindowResize, false );
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}
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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 generateMaterials() {
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// environment map
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var path = "textures/cube/SwedishRoyalCastle/";
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var format = '.jpg';
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var urls = [
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path + 'px' + format, path + 'nx' + format,
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path + 'py' + format, path + 'ny' + format,
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path + 'pz' + format, path + 'nz' + format
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];
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var cubeTextureLoader = new THREE.CubeTextureLoader();
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var reflectionCube = cubeTextureLoader.load( urls );
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var refractionCube = cubeTextureLoader.load( urls );
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refractionCube.mapping = THREE.CubeRefractionMapping;
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// toons
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var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight );
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var toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight );
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var hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight );
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var dottedMaterial = createShaderMaterial( "dotted", light, ambientLight );
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var texture = new THREE.TextureLoader().load( "textures/UV_Grid_Sm.jpg" );
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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var materials = {
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"chrome": {
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m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
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h: 0, s: 0, l: 1
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},
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"liquid": {
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m: new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
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h: 0, s: 0, l: 1
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},
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"shiny": {
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m: new THREE.MeshStandardMaterial( { color: 0x550000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ),
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h: 0, s: 0.8, l: 0.2
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},
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"matte": {
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m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x111111, shininess: 1 } ),
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h: 0, s: 0, l: 1
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},
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"flat": {
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m: new THREE.MeshLambertMaterial( { color: 0x000000, flatShading: true } ),
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h: 0, s: 0, l: 1
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},
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"textured": {
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m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
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h: 0, s: 0, l: 1
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},
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"colors": {
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m: new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: THREE.VertexColors } ),
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h: 0, s: 0, l: 1
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},
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"multiColors": {
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m: new THREE.MeshPhongMaterial( { shininess: 2, vertexColors: THREE.VertexColors } ),
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h: 0, s: 0, l: 1
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},
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"plastic": {
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m: new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x888888, shininess: 250 } ),
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h: 0.6, s: 0.8, l: 0.1
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},
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"toon1": {
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m: toonMaterial1,
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h: 0.2, s: 1, l: 0.75
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},
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"toon2": {
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m: toonMaterial2,
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h: 0.4, s: 1, l: 0.75
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},
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"hatching": {
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m: hatchingMaterial,
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h: 0.2, s: 1, l: 0.9
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},
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"dotted": {
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m: dottedMaterial,
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h: 0.2, s: 1, l: 0.9
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}
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};
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return materials;
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}
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function createShaderMaterial( id, light, ambientLight ) {
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var shader = THREE.ShaderToon[ id ];
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var u = THREE.UniformsUtils.clone( shader.uniforms );
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var vs = shader.vertexShader;
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var fs = shader.fragmentShader;
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var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
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material.uniforms[ "uDirLightPos" ].value = light.position;
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material.uniforms[ "uDirLightColor" ].value = light.color;
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material.uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
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return material;
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}
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//
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function setupGui() {
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var createHandler = function ( id ) {
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return function () {
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var mat_old = materials[ current_material ];
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mat_old.h = m_h.getValue();
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mat_old.s = m_s.getValue();
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mat_old.l = m_l.getValue();
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current_material = id;
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var mat = materials[ id ];
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effect.material = mat.m;
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m_h.setValue( mat.h );
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m_s.setValue( mat.s );
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m_l.setValue( mat.l );
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effect.enableUvs = ( current_material === "textured" ) ? true : false;
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effect.enableColors = ( current_material === "colors" || current_material === "multiColors" ) ? true : false;
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};
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};
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effectController = {
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material: "shiny",
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speed: 1.0,
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numBlobs: 10,
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resolution: 28,
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isolation: 80,
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floor: true,
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wallx: false,
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wallz: false,
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hue: 0.0,
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saturation: 0.8,
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lightness: 0.1,
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lhue: 0.04,
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lsaturation: 1.0,
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llightness: 0.5,
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lx: 0.5,
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ly: 0.5,
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lz: 1.0,
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dummy: function () {}
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};
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var h, m_h, m_s, m_l;
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var gui = new dat.GUI();
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// material (type)
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h = gui.addFolder( "Materials" );
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for ( var m in materials ) {
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effectController[ m ] = createHandler( m );
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h.add( effectController, m ).name( m );
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}
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// material (color)
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h = gui.addFolder( "Material color" );
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m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
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m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
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m_l = h.add( effectController, "lightness", 0.0, 1.0, 0.025 );
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// light (point)
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h = gui.addFolder( "Point light color" );
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h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name( "hue" );
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h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name( "saturation" );
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h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name( "lightness" );
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// light (directional)
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h = gui.addFolder( "Directional light orientation" );
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h.add( effectController, "lx", - 1.0, 1.0, 0.025 ).name( "x" );
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h.add( effectController, "ly", - 1.0, 1.0, 0.025 ).name( "y" );
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h.add( effectController, "lz", - 1.0, 1.0, 0.025 ).name( "z" );
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// simulation
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h = gui.addFolder( "Simulation" );
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h.add( effectController, "speed", 0.1, 8.0, 0.05 );
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h.add( effectController, "numBlobs", 1, 50, 1 );
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h.add( effectController, "resolution", 14, 100, 1 );
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h.add( effectController, "isolation", 10, 300, 1 );
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h.add( effectController, "floor" );
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h.add( effectController, "wallx" );
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h.add( effectController, "wallz" );
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}
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// this controls content of marching cubes voxel field
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function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
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object.reset();
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// fill the field with some metaballs
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var i, ballx, bally, ballz, subtract, strength;
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var rainbow = [
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new THREE.Color(0xff0000),
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new THREE.Color(0xff7f00),
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new THREE.Color(0xffff00),
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new THREE.Color(0x00ff00),
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new THREE.Color(0x0000ff),
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new THREE.Color(0x4b0082),
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new THREE.Color(0x9400d3)
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];
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subtract = 12;
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strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
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for ( i = 0; i < numblobs; i ++ ) {
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ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
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bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
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ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
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if ( current_material === 'multiColors' ) {
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object.addBall( ballx, bally, ballz, strength, subtract, rainbow[i % 7] );
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} else {
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object.addBall( ballx, bally, ballz, strength, subtract );
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}
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}
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if ( floor ) object.addPlaneY( 2, 12 );
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if ( wallz ) object.addPlaneZ( 2, 12 );
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if ( wallx ) object.addPlaneX( 2, 12 );
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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 delta = clock.getDelta();
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time += delta * effectController.speed * 0.5;
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// marching cubes
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if ( effectController.resolution !== resolution ) {
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resolution = effectController.resolution;
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effect.init( Math.floor( resolution ) );
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}
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if ( effectController.isolation !== effect.isolation ) {
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effect.isolation = effectController.isolation;
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}
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updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
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// materials
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if ( effect.material instanceof THREE.ShaderMaterial ) {
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effect.material.uniforms[ "uBaseColor" ].value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
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} else {
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effect.material.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
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}
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// lights
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light.position.set( effectController.lx, effectController.ly, effectController.lz );
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light.position.normalize();
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pointLight.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
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// 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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