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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgl_marchingcubes.html
2024-12-04 10:21:04 +08:00

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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>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { MarchingCubes } from './jsm/objects/MarchingCubes.js';
import { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted } from './jsm/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 ].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.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 = {
"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.MeshStandardMaterial( { color: 0x550000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ),
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.MeshLambertMaterial( { color: 0x000000 } ),
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: true } ),
h: 0, s: 0, l: 1
},
"multiColors": {
m: new THREE.MeshPhongMaterial( { shininess: 2, vertexColors: true } ),
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
},
"dotted": {
m: dottedMaterial,
h: 0.2, s: 1, l: 0.9
}
};
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 () {
const 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;
const mat = materials[ id ];
effect.material = mat.m;
m_h.setValue( mat.h );
m_s.setValue( mat.s );
m_l.setValue( mat.l );
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,
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,
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 );
}
// material (color)
h = gui.addFolder( "Material color" );
const m_h = h.add( effectController, "hue", 0.0, 1.0, 0.025 );
const m_s = h.add( effectController, "saturation", 0.0, 1.0, 0.025 );
const 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, 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 );
}
//
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 );
// materials
if ( effect.material instanceof THREE.ShaderMaterial ) {
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
renderer.render( scene, camera );
}
</script>
</body>
</html>