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9f27c726
编写于
1月 16, 2018
作者:
S
Sneha Belkhale
浏览文件
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9f27c726
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - shader - curvature [heart]
</title>
<div
class=
"label"
style=
"position: absolute;left: 22%;bottom: 10%;"
>
Raw curvature values
</div>
<div
class=
"label"
style=
"position: absolute;left: 71%;bottom: 10%;"
>
Curvature driving specular + texture
</div>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
color
:
#ffffff
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
font-weight
:
bold
;
background-color
:
#000000
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
padding
:
5px
;
}
a
{
color
:
#ffffff
;
}
#oldie
a
{
color
:
#da0
}
</style>
</head>
<body>
<div
id=
"container"
></div>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- curvature estimation of a geometry by
<a
href=
"http://codercat.club"
target=
"_blank"
rel=
"noopener"
>
CoderCat
</a></div>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/controls/OrbitControls.js"
></script>
<script
src=
"js/loaders/OBJLoader.js"
></script>
<script
src=
"js/libs/dat.gui.min.js"
></script>
<script
id=
"vertexShader"
type=
"x-shader/x-vertex"
>
attribute
float
curvature
;
varying
vec3
vPos
;
varying
vec3
vNormal
;
varying
vec3
vViewPosition
;
varying
float
vCurvature
;
varying
vec2
vUv
;
uniform
sampler2D
tex
;
void
main
()
{
vec3
p
=
position
;
vPos
=
p
;
vec4
modelViewPosition
=
modelViewMatrix
*
vec4
(
p
,
1.0
);
vViewPosition
=
-
modelViewPosition
.
xyz
;
gl_Position
=
projectionMatrix
*
modelViewPosition
;
vNormal
=
normalMatrix
*
normal
;
vCurvature
=
curvature
;
vUv
=
uv
;
}
</script>
<script
id=
"fragmentShaderRaw"
type=
"x-shader/x-fragment"
>
varying
vec3
vNormal
;
varying
vec3
vViewPosition
;
varying
float
vCurvature
;
void
main
()
{
gl_FragColor
=
vec4
(
vCurvature
*
2.0
,
0.0
,
0.0
,
0.0
);
}
</script>
<script
id=
"fragmentShader"
type=
"x-shader/x-fragment"
>
varying
vec3
vPos
;
varying
vec3
vNormal
;
varying
vec3
vViewPosition
;
varying
float
vCurvature
;
varying
vec2
vUv
;
vec4
permute
(
vec4
x
){
return
mod
(((
x
*
34.0
)
+
1.0
)
*
x
,
289.0
);
}
vec4
taylorInvSqrt
(
vec4
r
){
return
1.79284291400159
-
0.85373472095314
*
r
;
}
vec3
fade
(
vec3
t
)
{
return
t
*
t
*
t
*
(
t
*
(
t
*
6.0
-
15.0
)
+
10.0
);
}
float
cnoise
(
vec3
P
){
vec3
Pi0
=
floor
(
P
);
// Integer part for indexing
vec3
Pi1
=
Pi0
+
vec3
(
1.0
);
// Integer part + 1
Pi0
=
mod
(
Pi0
,
289.0
);
Pi1
=
mod
(
Pi1
,
289.0
);
vec3
Pf0
=
fract
(
P
);
// Fractional part for interpolation
vec3
Pf1
=
Pf0
-
vec3
(
1.0
);
// Fractional part - 1.0
vec4
ix
=
vec4
(
Pi0
.
x
,
Pi1
.
x
,
Pi0
.
x
,
Pi1
.
x
);
vec4
iy
=
vec4
(
Pi0
.
yy
,
Pi1
.
yy
);
vec4
iz0
=
Pi0
.
zzzz
;
vec4
iz1
=
Pi1
.
zzzz
;
vec4
ixy
=
permute
(
permute
(
ix
)
+
iy
);
vec4
ixy0
=
permute
(
ixy
+
iz0
);
vec4
ixy1
=
permute
(
ixy
+
iz1
);
vec4
gx0
=
ixy0
/
7.0
;
vec4
gy0
=
fract
(
floor
(
gx0
)
/
7.0
)
-
0.5
;
gx0
=
fract
(
gx0
);
vec4
gz0
=
vec4
(
0.5
)
-
abs
(
gx0
)
-
abs
(
gy0
);
vec4
sz0
=
step
(
gz0
,
vec4
(
0.0
));
gx0
-=
sz0
*
(
step
(
0.0
,
gx0
)
-
0.5
);
gy0
-=
sz0
*
(
step
(
0.0
,
gy0
)
-
0.5
);
vec4
gx1
=
ixy1
/
7.0
;
vec4
gy1
=
fract
(
floor
(
gx1
)
/
7.0
)
-
0.5
;
gx1
=
fract
(
gx1
);
vec4
gz1
=
vec4
(
0.5
)
-
abs
(
gx1
)
-
abs
(
gy1
);
vec4
sz1
=
step
(
gz1
,
vec4
(
0.0
)
);
gx1
-=
sz1
*
(
step
(
0.0
,
gx1
)
-
0.5
);
gy1
-=
sz1
*
(
step
(
0.0
,
gy1
)
-
0.5
);
vec3
g000
=
vec3
(
gx0
.
x
,
gy0
.
x
,
gz0
.
x
);
vec3
g100
=
vec3
(
gx0
.
y
,
gy0
.
y
,
gz0
.
y
);
vec3
g010
=
vec3
(
gx0
.
z
,
gy0
.
z
,
gz0
.
z
);
vec3
g110
=
vec3
(
gx0
.
w
,
gy0
.
w
,
gz0
.
w
);
vec3
g001
=
vec3
(
gx1
.
x
,
gy1
.
x
,
gz1
.
x
);
vec3
g101
=
vec3
(
gx1
.
y
,
gy1
.
y
,
gz1
.
y
);
vec3
g011
=
vec3
(
gx1
.
z
,
gy1
.
z
,
gz1
.
z
);
vec3
g111
=
vec3
(
gx1
.
w
,
gy1
.
w
,
gz1
.
w
);
vec4
norm0
=
taylorInvSqrt
(
vec4
(
dot
(
g000
,
g000
),
dot
(
g010
,
g010
),
dot
(
g100
,
g100
),
dot
(
g110
,
g110
)
)
);
g000
*=
norm0
.
x
;
g010
*=
norm0
.
y
;
g100
*=
norm0
.
z
;
g110
*=
norm0
.
w
;
vec4
norm1
=
taylorInvSqrt
(
vec4
(
dot
(
g001
,
g001
),
dot
(
g011
,
g011
),
dot
(
g101
,
g101
),
dot
(
g111
,
g111
)
)
);
g001
*=
norm1
.
x
;
g011
*=
norm1
.
y
;
g101
*=
norm1
.
z
;
g111
*=
norm1
.
w
;
float
n000
=
dot
(
g000
,
Pf0
);
float
n100
=
dot
(
g100
,
vec3
(
Pf1
.
x
,
Pf0
.
yz
)
);
float
n010
=
dot
(
g010
,
vec3
(
Pf0
.
x
,
Pf1
.
y
,
Pf0
.
z
)
);
float
n110
=
dot
(
g110
,
vec3
(
Pf1
.
xy
,
Pf0
.
z
)
);
float
n001
=
dot
(
g001
,
vec3
(
Pf0
.
xy
,
Pf1
.
z
)
);
float
n101
=
dot
(
g101
,
vec3
(
Pf1
.
x
,
Pf0
.
y
,
Pf1
.
z
)
);
float
n011
=
dot
(
g011
,
vec3
(
Pf0
.
x
,
Pf1
.
yz
)
);
float
n111
=
dot
(
g111
,
Pf1
);
vec3
fade_xyz
=
fade
(
Pf0
);
vec4
n_z
=
mix
(
vec4
(
n000
,
n100
,
n010
,
n110
),
vec4
(
n001
,
n101
,
n011
,
n111
),
fade_xyz
.
z
);
vec2
n_yz
=
mix
(
n_z
.
xy
,
n_z
.
zw
,
fade_xyz
.
y
);
float
n_xyz
=
mix
(
n_yz
.
x
,
n_yz
.
y
,
fade_xyz
.
x
);
return
2.2
*
n_xyz
;
}
void
main
()
{
vec3
V
=
vViewPosition
;
//view vector
vec3
N
=
vNormal
;
//normal vector
vec3
L
=
vec3
(
55.0
,
55.0
,
15.0
);
//imaginary light
vec3
R
=
reflect
(
-
L
,
N
);
//reflection from light
//specular coefficient
float
spec
=
vCurvature
*
vCurvature
*
max
(
0.0
,
dot
(
R
,
normalize
(
V
)
)
/
5.0
);
vec4
specColor
=
vec4
(
1.0
,
1.0
,
1.0
,
1.0
);
//calculate noise coefficient
float
x
=
cnoise
(
10.0
*
vPos
);
vec4
diffuseColor
=
vec4
(
x
,
x
,
x
,
1.0
);
diffuseColor
.
xyz
=
pow
(
vCurvature
,
2.0
)
*
diffuseColor
.
xyz
;
gl_FragColor
=
spec
*
specColor
+
diffuseColor
;
}
</script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
container
;
var
camera
,
scene
,
sceneLeft
,
renderer
;
var
heartMesh
,
curvatureAttribute
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
init
();
animate
();
//returns average of elements in a dictionary
function
average
(
dict
)
{
var
sum
=
0
;
var
length
=
0
;
Object
.
keys
(
dict
).
forEach
(
function
(
key
)
{
sum
+=
dict
[
key
];
length
++
;
});
return
sum
/
length
;
}
//clamp a number between min and max
function
clamp
(
number
,
min
,
max
)
{
return
Math
.
max
(
min
,
Math
.
min
(
number
,
max
)
);
}
//filter the curvature array to only show concave values
function
filterConcave
(
curvature
)
{
for
(
var
i
=
0
;
i
<
curvature
.
length
;
i
++
)
{
curvature
[
i
]
=
Math
.
abs
(
clamp
(
curvature
[
i
],
-
1
,
0
)
);
}
}
//filter the curvature array to only show convex values
function
filterConvex
(
curvature
)
{
for
(
var
i
=
0
;
i
<
curvature
.
length
;
i
++
)
{
curvature
[
i
]
=
clamp
(
curvature
[
i
],
0
,
1
);
}
}
//filter the curvature array to show both the concave and convex values
function
filterBoth
(
curvature
)
{
for
(
var
i
=
0
;
i
<
curvature
.
length
;
i
++
)
{
curvature
[
i
]
=
Math
.
abs
(
curvature
[
i
]
);
}
}
//initialize the scene
function
init
()
{
sceneRight
=
new
THREE
.
Scene
();
sceneLeft
=
new
THREE
.
Scene
();
camera
=
new
THREE
.
PerspectiveCamera
(
75
,
windowHalfX
/
window
.
innerHeight
,
0.1
,
1000
);
camera
.
position
.
z
=
9
;
camera
.
position
.
x
=
14
;
camera
.
position
.
y
=
4
;
controls
=
new
THREE
.
OrbitControls
(
camera
);
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
autoClear
=
false
;
document
.
body
.
appendChild
(
renderer
.
domElement
);
var
loader
=
new
THREE
.
OBJLoader
();
//load the obj
loader
.
load
(
'
obj/heart/heart.obj
'
,
function
(
object
)
{
object
.
traverse
(
function
(
child
)
{
if
(
child
instanceof
THREE
.
Mesh
)
{
bufferGeo
=
child
.
geometry
;
var
dict
=
{};
for
(
var
i
=
0
;
i
<
bufferGeo
.
attributes
.
position
.
count
;
i
+=
3
)
{
//create a dictionary of every position, and its neighboring positions
var
array
=
bufferGeo
.
attributes
.
position
.
array
;
var
normArray
=
bufferGeo
.
attributes
.
normal
.
array
;
var
posA
=
new
THREE
.
Vector3
(
array
[
3
*
i
],
array
[
3
*
i
+
1
],
array
[
3
*
i
+
2
]);
var
posB
=
new
THREE
.
Vector3
(
array
[
3
*
(
i
+
1
)
],
array
[
3
*
(
i
+
1
)
+
1
],
array
[
3
*
(
i
+
1
)
+
2
]);
var
posC
=
new
THREE
.
Vector3
(
array
[
3
*
(
i
+
2
)
],
array
[
3
*
(
i
+
2
)
+
1
],
array
[
3
*
(
i
+
2
)
+
2
]);
var
normA
=
new
THREE
.
Vector3
(
normArray
[
3
*
i
],
normArray
[
3
*
i
+
1
],
normArray
[
3
*
i
+
2
]).
normalize
();
var
normB
=
new
THREE
.
Vector3
(
normArray
[
3
*
(
i
+
1
)
],
normArray
[
3
*
(
i
+
1
)
+
1
],
normArray
[
3
*
(
i
+
1
)
+
2
]).
normalize
();
var
normC
=
new
THREE
.
Vector3
(
normArray
[
3
*
(
i
+
2
)
],
normArray
[
3
*
(
i
+
2
)
+
1
],
normArray
[
3
*
(
i
+
2
)
+
2
]).
normalize
();
var
strA
=
posA
.
toArray
().
toString
();
var
strB
=
posB
.
toArray
().
toString
();
var
strC
=
posC
.
toArray
().
toString
();
var
posB_A
=
new
THREE
.
Vector3
().
subVectors
(
posB
,
posA
);
var
posB_C
=
new
THREE
.
Vector3
().
subVectors
(
posB
,
posC
);
var
posC_A
=
new
THREE
.
Vector3
().
subVectors
(
posC
,
posA
);
var
normB_A
=
new
THREE
.
Vector3
().
subVectors
(
normB
,
normA
);
var
normB_C
=
new
THREE
.
Vector3
().
subVectors
(
normB
,
normC
);
var
normC_A
=
new
THREE
.
Vector3
().
subVectors
(
normC
,
normA
);
var
b2a
=
normB
.
dot
(
posB_A
.
normalize
()
);
var
b2c
=
normB
.
dot
(
posB_C
.
normalize
()
);
var
c2a
=
normC
.
dot
(
posC_A
.
normalize
()
);
var
a2b
=
-
normA
.
dot
(
posB_A
.
normalize
()
);
var
c2b
=
-
normC
.
dot
(
posB_C
.
normalize
()
);
var
a2c
=
-
normA
.
dot
(
posC_A
.
normalize
()
);
if
(
dict
[
strA
]
===
undefined
)
{
dict
[
strA
]
=
{};
}
if
(
dict
[
strB
]
===
undefined
)
{
dict
[
strB
]
=
{};
}
if
(
dict
[
strC
]
===
undefined
)
{
dict
[
strC
]
=
{};
}
dict
[
strA
][
strB
]
=
a2b
;
dict
[
strA
][
strC
]
=
a2c
;
dict
[
strB
][
strA
]
=
b2a
;
dict
[
strB
][
strC
]
=
b2c
;
dict
[
strC
][
strA
]
=
c2a
;
dict
[
strC
][
strB
]
=
c2b
;
}
curvatureDict
=
{};
var
min
=
10
,
max
=
0
;
Object
.
keys
(
dict
).
forEach
(
function
(
key
)
{
curvatureDict
[
key
]
=
average
(
dict
[
key
]
);
});
//smoothing
var
smoothCurvatureDict
=
Object
.
create
(
curvatureDict
);
Object
.
keys
(
dict
).
forEach
(
function
(
key
)
{
var
count
=
0
;
var
sum
=
0
;
Object
.
keys
(
dict
[
key
]
).
forEach
(
function
(
key2
)
{
sum
+=
smoothCurvatureDict
[
key2
];
count
++
;
});
smoothCurvatureDict
[
key
]
=
sum
/
count
;
});
curvatureDict
=
smoothCurvatureDict
;
// fit values to 0 and 1
Object
.
keys
(
curvatureDict
).
forEach
(
function
(
key
)
{
val
=
Math
.
abs
(
curvatureDict
[
key
]
);
if
(
val
<
min
)
min
=
val
;
if
(
val
>
max
)
max
=
val
;
});
var
range
=
(
max
-
min
);
Object
.
keys
(
curvatureDict
).
forEach
(
function
(
key
)
{
val
=
Math
.
abs
(
curvatureDict
[
key
]
);
if
(
curvatureDict
[
key
]
<
0
)
{
curvatureDict
[
key
]
=
(
min
-
val
)
/
range
}
else
{
curvatureDict
[
key
]
=
(
val
-
min
)
/
range
;
}
});
curvatureAttribute
=
new
Float32Array
(
bufferGeo
.
attributes
.
position
.
count
);
for
(
var
i
=
0
;
i
<
bufferGeo
.
attributes
.
position
.
count
;
i
++
)
{
array
=
bufferGeo
.
attributes
.
position
.
array
;
var
pos
=
new
THREE
.
Vector3
(
array
[
3
*
i
],
array
[
3
*
i
+
1
],
array
[
3
*
i
+
2
]
);
var
str
=
pos
.
toArray
().
toString
();
curvatureAttribute
[
i
]
=
curvatureDict
[
str
];
}
bufferGeo
.
addAttribute
(
'
curvature
'
,
new
THREE
.
BufferAttribute
(
curvatureAttribute
,
1
)
);
//starting filter is to show both concave and convex
var
curvatureFiltered
=
new
Float32Array
(
curvatureAttribute
);
filterBoth
(
curvatureFiltered
);
bufferGeo
.
attributes
.
curvature
.
array
=
curvatureFiltered
;
var
material
=
new
THREE
.
ShaderMaterial
({
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragmentShader
'
).
textContent
}
);
heartMesh
=
new
THREE
.
Mesh
(
bufferGeo
,
material
);
var
materialRaw
=
new
THREE
.
ShaderMaterial
({
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragmentShaderRaw
'
).
textContent
}
);
heartMeshRaw
=
new
THREE
.
Mesh
(
bufferGeo
,
materialRaw
);
}
}
);
sceneRight
.
add
(
heartMesh
);
sceneLeft
.
add
(
heartMeshRaw
);
}
);
//init GUI
var
params
=
{
filterConvex
:
function
()
{
var
curvatureFiltered
=
new
Float32Array
(
curvatureAttribute
);
filterConvex
(
curvatureFiltered
);
heartMesh
.
geometry
.
attributes
.
curvature
.
array
=
curvatureFiltered
;
},
filterConcave
:
function
()
{
var
curvatureFiltered
=
new
Float32Array
(
curvatureAttribute
);
filterConcave
(
curvatureFiltered
);
heartMesh
.
geometry
.
attributes
.
curvature
.
array
=
curvatureFiltered
;
},
filterBoth
:
function
()
{
var
curvatureFiltered
=
new
Float32Array
(
curvatureAttribute
);
filterBoth
(
curvatureFiltered
);
heartMesh
.
geometry
.
attributes
.
curvature
.
array
=
curvatureFiltered
;
}
};
var
gui
=
new
dat
.
GUI
();
topologyFolder
=
gui
.
addFolder
(
'
Topology
'
);
topologyFolder
.
add
(
params
,
'
filterConvex
'
);
topologyFolder
.
add
(
params
,
'
filterConcave
'
);
topologyFolder
.
add
(
params
,
'
filterBoth
'
);
topologyFolder
.
open
()
onWindowResize
();
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
(
event
)
{
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
windowHalfX
=
window
.
innerWidth
/
2
;
camera
.
aspect
=
windowHalfX
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
}
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
}
function
render
()
{
controls
.
update
();
heartMesh
.
geometry
.
attributes
.
curvature
.
needsUpdate
=
true
;
renderer
.
clear
();
renderer
.
setViewport
(
windowHalfX
,
0
,
windowHalfX
,
window
.
innerHeight
);
renderer
.
render
(
sceneRight
,
camera
);
renderer
.
clearDepth
();
renderer
.
setViewport
(
0
,
0
,
windowHalfX
,
window
.
innerHeight
);
renderer
.
render
(
sceneLeft
,
camera
);
}
</script>
</body>
</html>
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