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webgl_marchingcubes.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - marching cubes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
marching cubes<br/>
based on greggman's <a href="https://webglsamples.org/blob/blob.html">blob</a>, original code by Henrik Rydgård
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { MarchingCubes } from 'three/addons/objects/MarchingCubes.js';
import { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted } from 'three/addons/shaders/ToonShader.js';
let container, stats;
let camera, scene, renderer;
let materials, current_material;
let light, pointLight, ambientLight;
let effect, resolution;
let effectController;
let time = 0;
const clock = new THREE.Clock();
init();
animate();
function init() {
container = document.getElementById( 'container' );
// CAMERA
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( - 500, 500, 1500 );
// SCENE
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
// 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;
effect = new MarchingCubes( resolution, materials[ current_material ], true, true, 100000 );
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.outputEncoding = THREE.sRGBEncoding;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// CONTROLS
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 500;
controls.maxDistance = 5000;
// STATS
stats = new Stats();
container.appendChild( stats.dom );
// GUI
setupGui();
// EVENTS
window.addEventListener( 'resize', onWindowResize );
}
//
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function generateMaterials() {
// environment map
const path = 'textures/cube/SwedishRoyalCastle/';
const format = '.jpg';
const urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
const cubeTextureLoader = new THREE.CubeTextureLoader();
const reflectionCube = cubeTextureLoader.load( urls );
const refractionCube = cubeTextureLoader.load( urls );
refractionCube.mapping = THREE.CubeRefractionMapping;
// toons
const toonMaterial1 = createShaderMaterial( ToonShader1, light, ambientLight );
const toonMaterial2 = createShaderMaterial( ToonShader2, light, ambientLight );
const hatchingMaterial = createShaderMaterial( ToonShaderHatching, light, ambientLight );
const dottedMaterial = createShaderMaterial( ToonShaderDotted, light, ambientLight );
const texture = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
const materials = {
'shiny': new THREE.MeshStandardMaterial( { color: 0x550000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ),
'chrome': new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } ),
'liquid': new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: refractionCube, refractionRatio: 0.85 } ),
'matte': new THREE.MeshPhongMaterial( { specular: 0x111111, shininess: 1 } ),
'flat': new THREE.MeshLambertMaterial( { /*TODO flatShading: true */ } ),
'textured': new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 1, map: texture } ),
'colors': new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 2, vertexColors: true } ),
'multiColors': new THREE.MeshPhongMaterial( { shininess: 2, vertexColors: true } ),
'plastic': new THREE.MeshPhongMaterial( { specular: 0x888888, shininess: 250 } ),
'toon1': toonMaterial1,
'toon2': toonMaterial2,
'hatching': hatchingMaterial,
'dotted': dottedMaterial
};
return materials;
}
function createShaderMaterial( shader, light, ambientLight ) {
const u = THREE.UniformsUtils.clone( shader.uniforms );
const vs = shader.vertexShader;
const fs = shader.fragmentShader;
const 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() {
const createHandler = function ( id ) {
return function () {
current_material = id;
effect.material = materials[ id ];
effect.enableUvs = ( current_material === 'textured' ) ? true : false;
effect.enableColors = ( current_material === 'colors' || current_material === 'multiColors' ) ? true : false;
};
};
effectController = {
material: 'shiny',
speed: 1.0,
numBlobs: 10,
resolution: 28,
isolation: 80,
floor: true,
wallx: false,
wallz: false,
dummy: function () {}
};
let h;
const gui = new GUI();
// material (type)
h = gui.addFolder( 'Materials' );
for ( const m in materials ) {
effectController[ m ] = createHandler( m );
h.add( effectController, m ).name( m );
}
// 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, 100, 1 );
h.add( effectController, 'isolation', 10, 300, 1 );
h.add( effectController, 'floor' );
h.add( effectController, 'wallx' );
h.add( effectController, 'wallz' );
}
// this controls content of marching cubes voxel field
function updateCubes( object, time, numblobs, floor, wallx, wallz ) {
object.reset();
// fill the field with some metaballs
const rainbow = [
new THREE.Color( 0xff0000 ),
new THREE.Color( 0xff7f00 ),
new THREE.Color( 0xffff00 ),
new THREE.Color( 0x00ff00 ),
new THREE.Color( 0x0000ff ),
new THREE.Color( 0x4b0082 ),
new THREE.Color( 0x9400d3 )
];
const subtract = 12;
const strength = 1.2 / ( ( Math.sqrt( numblobs ) - 1 ) / 4 + 1 );
for ( let i = 0; i < numblobs; i ++ ) {
const ballx = Math.sin( i + 1.26 * time * ( 1.03 + 0.5 * Math.cos( 0.21 * i ) ) ) * 0.27 + 0.5;
const bally = Math.abs( Math.cos( i + 1.12 * time * Math.cos( 1.22 + 0.1424 * i ) ) ) * 0.77; // dip into the floor
const ballz = Math.cos( i + 1.32 * time * 0.1 * Math.sin( ( 0.92 + 0.53 * i ) ) ) * 0.27 + 0.5;
if ( current_material === 'multiColors' ) {
object.addBall( ballx, bally, ballz, strength, subtract, rainbow[ i % 7 ] );
} else {
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 );
object.update();
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const delta = clock.getDelta();
time += delta * effectController.speed * 0.5;
// marching cubes
if ( effectController.resolution !== resolution ) {
resolution = effectController.resolution;
effect.init( Math.floor( resolution ) );
}
if ( effectController.isolation !== effect.isolation ) {
effect.isolation = effectController.isolation;
}
updateCubes( effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz );
// render
renderer.render( scene, camera );
}
</script>
</body>
</html>