提交 9f27c726 编写于 作者: S Sneha Belkhale

now actually adding the example...

上级 3ca73f19
<!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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