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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="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();
- 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, 3 );
- light.position.set( 0.5, 0.5, 1 );
- scene.add( light );
- pointLight = new THREE.PointLight( 0xff7c00, 3, 0, 0 );
- pointLight.position.set( 0, 0, 100 );
- scene.add( pointLight );
- ambientLight = new THREE.AmbientLight( 0x323232, 3 );
- 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.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- 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;
- texture.colorSpace = THREE.SRGBColorSpace;
- const materials = {
- 'shiny': new THREE.MeshStandardMaterial( { color: 0x9c0000, 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: 0x494949, 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: 0xc1c1c1, 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( 0xffbb00 ),
- new THREE.Color( 0xffff00 ),
- new THREE.Color( 0x00ff00 ),
- new THREE.Color( 0x0000ff ),
- new THREE.Color( 0x9400bd ),
- new THREE.Color( 0xc800eb )
- ];
- 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() {
- 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>
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