2019-06-05 22:05:58 +08:00

362 lines
13 KiB
HTML

<!DOCTYPE html>
<html lang="zh-cn">
<head>
<meta charset="utf-8">
<title>Stroke</title>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
html,
body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../assets/js/three.js"></script>
<script src="../assets/js/controls/OrbitControls.js"></script>
<script>
function replaceDepthToViewZ(string, camera) {
var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
return string.replace(/DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ');
}
function getPrepareMaskMaterial() {
return new THREE.ShaderMaterial({
uniforms: {
"depthTexture": {
value: null
},
"cameraNearFar": {
value: new THREE.Vector2(0.5, 0.5)
},
"textureMatrix": {
value: new THREE.Matrix4()
}
},
vertexShader: [
'varying vec4 projTexCoord;',
'varying vec4 vPosition;',
'uniform mat4 textureMatrix;',
'void main() {',
' vPosition = modelViewMatrix * vec4( position, 1.0 );',
' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
' projTexCoord = textureMatrix * worldPosition;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join('\n'),
fragmentShader: [
'#include <packing>',
'varying vec4 vPosition;',
'varying vec4 projTexCoord;',
'uniform sampler2D depthTexture;',
'uniform vec2 cameraNearFar;',
'void main() {',
' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
'}'
].join('\n')
});
}
function getEdgeDetectionMaterial() {
return new THREE.ShaderMaterial({
uniforms: {
"maskTexture": {
value: null
},
"texSize": {
value: new THREE.Vector2(0.5, 0.5)
},
"visibleEdgeColor": {
value: new THREE.Vector3(1.0, 1.0, 1.0)
},
"hiddenEdgeColor": {
value: new THREE.Vector3(1.0, 1.0, 1.0)
},
},
vertexShader: "varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader: "varying vec2 vUv;\
uniform sampler2D maskTexture;\
uniform vec2 texSize;\
uniform vec3 visibleEdgeColor;\
uniform vec3 hiddenEdgeColor;\
\
void main() {\n\
vec2 invSize = 1.0 / texSize;\
vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
float diff1 = (c1.r - c2.r)*0.5;\
float diff2 = (c3.r - c4.r)*0.5;\
float d = length( vec2(diff1, diff2) );\
float a1 = min(c1.g, c2.g);\
float a2 = min(c3.g, c4.g);\
float visibilityFactor = min(a1, a2);\
vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
}"
});
}
function getSeperableBlurMaterial(maxRadius) {
return new THREE.ShaderMaterial({
defines: {
"MAX_RADIUS": maxRadius,
},
uniforms: {
"colorTexture": {
value: null
},
"texSize": {
value: new THREE.Vector2(0.5, 0.5)
},
"direction": {
value: new THREE.Vector2(0.5, 0.5)
},
"kernelRadius": {
value: 1.0
}
},
vertexShader: "varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader: "#include <common>\
varying vec2 vUv;\
uniform sampler2D colorTexture;\
uniform vec2 texSize;\
uniform vec2 direction;\
uniform float kernelRadius;\
\
float gaussianPdf(in float x, in float sigma) {\
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
}\
void main() {\
vec2 invSize = 1.0 / texSize;\
float weightSum = gaussianPdf(0.0, kernelRadius);\
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
vec2 uvOffset = delta;\
for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
float w = gaussianPdf(uvOffset.x, kernelRadius);\
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
diffuseSum += ((sample1 + sample2) * w);\
weightSum += (2.0 * w);\
uvOffset += delta;\
}\
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
}"
});
}
function getOverlayMaterial() {
return new THREE.ShaderMaterial({
uniforms: {
"maskTexture": {
value: null
},
"edgeTexture1": {
value: null
},
"edgeTexture2": {
value: null
},
"patternTexture": {
value: null
},
"edgeStrength": {
value: 1.0
},
"edgeGlow": {
value: 1.0
},
"usePatternTexture": {
value: 0.0
}
},
vertexShader: "varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader: "varying vec2 vUv;\
uniform sampler2D maskTexture;\
uniform sampler2D edgeTexture1;\
uniform sampler2D edgeTexture2;\
uniform sampler2D patternTexture;\
uniform float edgeStrength;\
uniform float edgeGlow;\
uniform bool usePatternTexture;\
\
void main() {\
vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
vec4 maskColor = texture2D(maskTexture, vUv);\
vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
if(usePatternTexture)\
finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
gl_FragColor = finalColor;\
}",
blending: THREE.AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
});
}
var width = window.innerWidth;
var height = window.innerHeight;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
camera.position.set(4.534318418390707, 2.767285132678359, 2.4065417148044856);
camera.lookAt(new THREE.Vector3());
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.autoClear = false;
document.body.appendChild(renderer.domElement);
new THREE.OrbitControls(camera, renderer.domElement);
var amlight = new THREE.AmbientLight(0xffffff, 0.3);
scene.add(amlight);
var dirlight = new THREE.DirectionalLight(0xffffff, 0.7);
dirlight.position.set(1, 1, 1);
scene.add(dirlight);
scene.add(new THREE.DirectionalLightHelper(dirlight));
scene.add(new THREE.PolarGridHelper());
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x00ff00
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 帮助场景
var helpScene = new THREE.Scene();
// 绘制目标
var readBuffer = new THREE.WebGLRenderTarget(width, height);
var writeBuffer = readBuffer.clone();
// 帮助物体
var helpGeometry = new THREE.PlaneBufferGeometry(width, height);
var helpMaterial = new THREE.MeshBasicMaterial();
var helpPlane = new THREE.Mesh(helpGeometry, helpMaterial);
helpPlane.rotation.x = -Math.PI / 2;
helpScene.add(helpPlane);
// 正交相机
var helpCamera = new THREE.OrthographicCamera(-width / 2, width / 2, height / 2, -height / 2, 0.1, 1000);
helpCamera.position.y = 10;
helpCamera.lookAt(new THREE.Vector3());
// 深度材质
var depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.side = THREE.DoubleSide;
depthMaterial.depthPacking = THREE.RGBADepthPacking;
depthMaterial.blending = THREE.NoBlending;
// 准备材质
var prepareMaterial = getPrepareMaskMaterial();
prepareMaterial.fragmentShader = replaceDepthToViewZ(prepareMaterial.fragmentShader, camera);
prepareMaterial.uniforms.cameraNearFar.value.set(camera.near, camera.far);
prepareMaterial.uniforms.depthTexture.value = readBuffer.texture;
// 边缘检测材质
var edgeDetectionMaterial = getEdgeDetectionMaterial();
// 可分离模糊材质
var seperableBlurMaterial = getSeperableBlurMaterial();
// 纹理矩阵
var textureMatrix = new THREE.Matrix4();
var animate = function () {
requestAnimationFrame(animate);
// 旋转
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
textureMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0);
textureMatrix.multiply(camera.projectionMatrix);
textureMatrix.multiply(camera.matrixWorldInverse);
// 深度材质 scene-->readBuffer
renderer.setRenderTarget(readBuffer);
scene.overrideMaterial = depthMaterial;
renderer.render(scene, camera);
scene.overrideMaterial = null;
// 准备材质 readBuffer-->writeBuffer
renderer.setRenderTarget(writeBuffer);
helpMaterial.map = readBuffer.texture;
scene.overrideMaterial = prepareMaterial;
prepareMaterial.uniforms.textureMatrix.value.copy(textureMatrix);
renderer.render(scene, camera);
scene.overrideMaterial = null;
// 渲染帮助场景
renderer.clear();
helpMaterial.map = writeBuffer.texture;
renderer.setRenderTarget(null);
renderer.render(helpScene, helpCamera);
};
animate();
</script>
</body>
</html>