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<!DOCTYPE html>
<!--
Copyright (c) 2015 gam0022
Released under the MIT license
http://opensource.org/licenses/mit-license.php
-->
<html>
<head>
<meta charset="utf-8">
<title>Steel Frame</title>
</head>
<body>
<script id="fragment_shader" type="x-shader/x-fragment">
precision highp float;
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
const float EPS = 0.001;
// distance functions
vec2 onRep(vec2 p, float interval) {
return mod(p, interval) - interval * 0.5;
}
float barDist(vec2 p, float interval, float width) {
return length(max(abs(onRep(p, interval)) - width, 0.0));
}
float tubeDist(vec2 p, float interval, float width) {
return length(onRep(p, interval)) - width;
}
float sceneDist(vec3 p) {
float bar_x = barDist(p.yz, 1.0, 0.1);
float bar_y = barDist(p.xz, 1.0, 0.1);
float bar_z = barDist(p.xy, 1.0, 0.1);
float tube_x = tubeDist(p.yz, 0.1, 0.025);
float tube_y = tubeDist(p.xz, 0.1, 0.025);
float tube_z = tubeDist(p.xy, 0.1, 0.025);
return max(max(max(min(min(bar_x, bar_y),bar_z), -tube_x), -tube_y), -tube_z);
}
vec3 getNormal(vec3 p) {
return normalize(vec3(
sceneDist(p + vec3( EPS, 0.0, 0.0)) - sceneDist(p + vec3( -EPS, 0.0, 0.0)),
sceneDist(p + vec3(0.0, EPS, 0.0)) - sceneDist(p + vec3(0.0, -EPS, 0.0)),
sceneDist(p + vec3(0.0, 0.0, EPS)) - sceneDist(p + vec3(0.0, 0.0, -EPS))
));
}
void main_(void) {
// fragment position
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
// camera and ray
vec3 cPos = vec3(mouse.x - 0.5, mouse.y - 0.5, time);
vec3 cUp = normalize(vec3(0.1, 0.4, 0.0));
vec3 cDir = cross(cUp, vec3(-1.0, 0.0, 0.0));
vec3 cSide = cross(cDir, cUp);
float targetDepth = 1.0;
vec3 ray = normalize(cSide * p.x + cUp * p.y + cDir * targetDepth);
// direction light
vec3 lightDir = normalize(vec3(1, 1, -2));
// marching loop
float dist;
float depth = 0.0;
vec3 dPos = cPos;
for(int i = 0; i < 64; i++){
dist = sceneDist(dPos);
depth += dist;
dPos = cPos + depth * ray;
if (abs(dist) < EPS) break;
}
// hit check
vec3 color;
if (abs(dist) < EPS) {
vec3 normal = getNormal(dPos);
float diffuse = clamp(dot(lightDir, normal), 0.1, 1.0);
color = vec3(1.0, 0.1, 0.1) * diffuse;
} else {
color = vec3(0.0);
}
gl_FragColor = vec4(color + 0.05 * depth, 1.0);
}
void main(void) {
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
float s = 10.0;
float c = 2.0;
p *= s;
p = mod(p, c) - 0.5 * c;
vec3 color = vec3(0.1);
if (abs(p.x) + abs(p.y) < 1.0) {
color = vec3(0.6);
}
gl_FragColor = vec4(color, 1.0);
}
</script>
<script id="vertex_shader" type="x-shader/x-vertex">
void main(void) {
gl_Position = vec4(position, 1.0);
}
</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js" type="text/javascript"></script>
<script type="text/javascript">
var scene, camera, renderer;
var geometry, material, mesh;
var mouse = new THREE.Vector2(0.5, 0.5);
var canvas;
init();
render();
function init() {
scene = new THREE.Scene();
camera = new THREE.Camera();
geometry = new THREE.PlaneBufferGeometry(2.0, 2.0);
material = new THREE.ShaderMaterial({
uniforms: {
time: { type: "f", value: 0.0 },
resolution: { type: "v2", value: new THREE.Vector2(512.0, 512.0) },
mouse: { type: "v2", value: mouse }
},
vertexShader: document.getElementById('vertex_shader').textContent,
fragmentShader: document.getElementById('fragment_shader').textContent
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setSize(512.0, 512.0);
canvas = renderer.domElement;
canvas.addEventListener('mousemove', onMouseMove);
document.body.appendChild(canvas);
}
function render(timestamp) {
requestAnimationFrame(render);
material.uniforms.time.value = timestamp * 0.001;
material.uniforms.mouse.value = mouse;
renderer.render(scene, camera);
}
function saveImage() {
console.log("saveImage");
renderer.render(scene, camera);
window.open(canvas.toDataURL());
}
function onMouseMove(e) {
mouse.x = e.offsetX / canvas.width;
mouse.y = e.offsetY / canvas.height;
}
</script>
<div><input type="button" value="save image" onclick="saveImage();"></div>
</body>
</html>