webgl_geometry_colors_lookuptable.html 4.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lookup table</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #444;
  12. }
  13. a {
  14. color: red;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - lookup table<br/>
  21. vertex color values from a range of data values
  22. </div>
  23. <div id="container"></div>
  24. <script src="../build/three.js"></script>
  25. <script src="js/math/Lut.js"></script>
  26. <script src="js/WebGL.js"></script>
  27. <script src="js/controls/OrbitControls.js"></script>
  28. <script src="js/libs/dat.gui.min.js"></script>
  29. <script>
  30. if ( WEBGL.isWebGLAvailable() === false ) {
  31. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  32. }
  33. var container;
  34. var perpCamera, orthoCamera, renderer, lut;
  35. var mesh, sprite;
  36. var scene, uiScene;
  37. var params;
  38. init();
  39. function init() {
  40. container = document.getElementById( 'container' );
  41. scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 0xffffff );
  43. uiScene = new THREE.Scene();
  44. lut = new THREE.Lut();
  45. var width = window.innerWidth;
  46. var height = window.innerHeight;
  47. perpCamera = new THREE.PerspectiveCamera( 60, width / height, 1, 100 );
  48. perpCamera.position.set( 0, 0, 10 );
  49. scene.add( perpCamera );
  50. orthoCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 1, 2 );
  51. orthoCamera.position.set( 0.5, 0, 1 );
  52. sprite = new THREE.Sprite( new THREE.SpriteMaterial( {
  53. map: new THREE.CanvasTexture( lut.createCanvas() )
  54. } ) );
  55. sprite.scale.x = 0.125;
  56. uiScene.add( sprite );
  57. mesh = new THREE.Mesh( undefined, new THREE.MeshLambertMaterial( {
  58. side: THREE.DoubleSide,
  59. color: 0xF5F5F5,
  60. vertexColors: THREE.VertexColors
  61. } ) );
  62. scene.add( mesh );
  63. params = {
  64. colorMap: 'rainbow',
  65. };
  66. loadModel( );
  67. var pointLight = new THREE.PointLight( 0xffffff, 1 );
  68. perpCamera.add( pointLight );
  69. renderer = new THREE.WebGLRenderer( { antialias: true } );
  70. renderer.autoClear = false;
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( width, height );
  73. container.appendChild( renderer.domElement );
  74. window.addEventListener( 'resize', onWindowResize, false );
  75. var controls = new THREE.OrbitControls( perpCamera, renderer.domElement );
  76. controls.addEventListener( 'change', render );
  77. var gui = new dat.GUI();
  78. gui.add( params, 'colorMap', [ 'rainbow', 'cooltowarm', 'blackbody', 'grayscale' ] ).onChange( function () {
  79. updateColors();
  80. render();
  81. } );
  82. }
  83. function onWindowResize() {
  84. var width = window.innerWidth;
  85. var height = window.innerHeight;
  86. perpCamera.aspect = width / height;
  87. perpCamera.updateProjectionMatrix();
  88. renderer.setSize( width, height );
  89. render();
  90. }
  91. function render() {
  92. renderer.clear();
  93. renderer.render( scene, perpCamera );
  94. renderer.render( uiScene, orthoCamera );
  95. }
  96. function loadModel( ) {
  97. var loader = new THREE.BufferGeometryLoader();
  98. loader.load( 'models/json/pressure.json', function ( geometry ) {
  99. geometry.center();
  100. geometry.computeVertexNormals();
  101. // default color attribute
  102. var colors = [];
  103. for ( var i = 0, n = geometry.attributes.position.count; i < n; ++ i ) {
  104. colors.push( 1, 1, 1 );
  105. }
  106. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  107. mesh.geometry = geometry;
  108. updateColors();
  109. render();
  110. } );
  111. }
  112. function updateColors() {
  113. lut.setColorMap( params.colorMap );
  114. lut.setMax( 2000 );
  115. lut.setMin( 0 );
  116. var geometry = mesh.geometry;
  117. var pressures = geometry.attributes.pressure;
  118. var colors = geometry.attributes.color;
  119. for ( var i = 0; i < pressures.array.length; i ++ ) {
  120. var colorValue = pressures.array[ i ];
  121. var color = lut.getColor( colorValue );
  122. if ( color === undefined ) {
  123. console.log( 'Unable to determine color for value:', colorValue );
  124. } else {
  125. colors.setXYZ( i, color.r, color.g, color.b );
  126. }
  127. }
  128. colors.needsUpdate = true;
  129. var map = sprite.material.map;
  130. lut.updateCanvas( map.image );
  131. map.needsUpdate = true;
  132. }
  133. </script>
  134. </body>
  135. </html>