webgl_geometry_colors_lookuptable.html 6.9 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. <style>
  8. body {
  9. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#000;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. a {
  25. color: red;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - lookuptable - vertex color values from a range of data values.<br />
  31. press A: change color map, press S: change numberOfColors, press D: toggle Legend on/off, press F: change Legend layout<br />
  32. </div>
  33. <div id="container"></div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/math/Lut.js"></script>
  36. <script src="js/Detector.js"></script>
  37. <script src="js/libs/stats.min.js"></script>
  38. <script>
  39. if ( ! Detector.webgl ) { Detector.addGetWebGLMessage(); }
  40. var container, stats;
  41. var camera, scene, renderer, lut, legendLayout;
  42. var axis;
  43. var mesh, material;
  44. var colorMap;
  45. var numberOfColors;
  46. var loader = new THREE.BufferGeometryLoader();
  47. var center = new THREE.Vector3();
  48. var rotWorldMatrix = new THREE.Matrix4();
  49. init();
  50. animate();
  51. function init() {
  52. container = document.getElementById( 'container' );
  53. // SCENE
  54. scene = new THREE.Scene();
  55. scene.background = new THREE.Color( 0xffffff );
  56. // CAMERA
  57. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 10000 );
  58. stats = new Stats();
  59. container.appendChild( stats.dom );
  60. // LIGHT
  61. var ambientLight = new THREE.AmbientLight( 0x444444 );
  62. scene.add( ambientLight );
  63. colorMap = 'rainbow';
  64. numberOfColors = 512;
  65. legendLayout = 'vertical';
  66. material = new THREE.MeshLambertMaterial( {
  67. side: THREE.DoubleSide,
  68. color: 0xF5F5F5,
  69. vertexColors: THREE.VertexColors
  70. } );
  71. loadModel( colorMap, numberOfColors, legendLayout );
  72. camera.position.set( 17, 9, 32 );
  73. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
  74. directionalLight.position.set( 17, 9, 30 );
  75. scene.add( directionalLight );
  76. renderer = new THREE.WebGLRenderer( { antialias: true } );
  77. renderer.setPixelRatio( window.devicePixelRatio );
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. container.appendChild( renderer.domElement );
  80. window.addEventListener( 'resize', onWindowResize, false );
  81. window.addEventListener( 'keydown', onKeyDown, true);
  82. }
  83. function onWindowResize() {
  84. camera.aspect = window.innerWidth / window.innerHeight;
  85. camera.updateProjectionMatrix();
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. render();
  88. }
  89. function animate() {
  90. requestAnimationFrame( animate );
  91. render();
  92. stats.update();
  93. }
  94. function render() {
  95. if ( axis ) mesh.rotateOnAxis( axis, Math.PI / 180 );
  96. renderer.render( scene, camera );
  97. }
  98. function loadModel ( colorMap, numberOfColors, legendLayout ) {
  99. loader.load( 'models/json/pressure.json', function( geometry ) {
  100. geometry.computeVertexNormals();
  101. geometry.normalizeNormals();
  102. var lutColors = [];
  103. lut = new THREE.Lut( colorMap, numberOfColors );
  104. lut.setMax( 2000 );
  105. lut.setMin( 0 );
  106. for ( var i = 0; i < geometry.attributes.pressure.array.length; i ++ ) {
  107. var colorValue = geometry.attributes.pressure.array[ i ];
  108. var color = lut.getColor( colorValue );
  109. if ( color === undefined ) {
  110. console.log( 'Unable to determine color for value:', colorValue );
  111. } else {
  112. lutColors[ 3 * i ] = color.r;
  113. lutColors[ 3 * i + 1 ] = color.g;
  114. lutColors[ 3 * i + 2 ] = color.b;
  115. }
  116. }
  117. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( lutColors, 3 ) );
  118. geometry.removeAttribute( 'pressure' );
  119. mesh = new THREE.Mesh( geometry, material );
  120. geometry.computeBoundingBox();
  121. var boundingBox = geometry.boundingBox;
  122. boundingBox.getCenter( center );
  123. if ( axis === undefined ) {
  124. axis = center.clone();
  125. axis.normalize();
  126. }
  127. scene.add( mesh );
  128. if ( legendLayout ) {
  129. var legend;
  130. if ( legendLayout === 'horizontal' ) {
  131. legend = lut.setLegendOn( { 'layout':'horizontal', 'position': { 'x': 21, 'y': 6, 'z': 5 } } );
  132. } else {
  133. legend = lut.setLegendOn();
  134. }
  135. scene.add ( legend );
  136. var labels = lut.setLegendLabels( { 'title': 'Pressure', 'um': 'Pa', 'ticks': 5 } );
  137. scene.add ( labels['title'] );
  138. for ( var i = 0; i < Object.keys( labels[ 'ticks' ] ).length; i ++ ) {
  139. scene.add ( labels[ 'ticks' ][ i ] );
  140. scene.add ( labels[ 'lines' ][ i ] );
  141. }
  142. }
  143. } );
  144. }
  145. function cleanScene() {
  146. var elementsInTheScene = scene.children.length;
  147. for ( var i = elementsInTheScene - 1; i > 0; i -- ) {
  148. var child = scene.children[ i ];
  149. if ( ! child.isLight ) {
  150. scene.remove( child );
  151. if ( child.isMesh || child.isLine ) {
  152. child.geometry.dispose();
  153. child.material.dispose();
  154. if ( child.material.map ) child.material.map.dispose();
  155. } else if ( child.isSprite ) {
  156. child.material.dispose();
  157. if ( child.material.map ) child.material.map.dispose();
  158. }
  159. }
  160. }
  161. }
  162. function onKeyDown( e ) {
  163. var maps = [ 'rainbow', 'cooltowarm', 'blackbody', 'grayscale' ];
  164. var colorNumbers = [ '16', '128', '256', '512' ];
  165. if ( e.keyCode === 65 ) {
  166. cleanScene();
  167. var index = maps.indexOf( colorMap ) >= maps.length - 1 ? 0 : maps.indexOf( colorMap ) + 1;
  168. colorMap = maps [ index ];
  169. loadModel( colorMap, numberOfColors, legendLayout );
  170. } else if ( e.keyCode === 83 ) {
  171. cleanScene();
  172. var index = colorNumbers.indexOf( numberOfColors ) >= colorNumbers.length - 1 ? 0 : colorNumbers.indexOf( numberOfColors ) + 1;
  173. numberOfColors = colorNumbers [ index ];
  174. loadModel( colorMap , numberOfColors, legendLayout );
  175. } else if ( e.keyCode === 68 ) {
  176. if ( ! legendLayout ) {
  177. cleanScene();
  178. legendLayout = 'vertical';
  179. loadModel( colorMap , numberOfColors, legendLayout );
  180. } else {
  181. cleanScene();
  182. legendLayout = lut.setLegendOff();
  183. loadModel( colorMap , numberOfColors, legendLayout );
  184. }
  185. } else if ( e.keyCode === 70 ) {
  186. cleanScene();
  187. if ( ! legendLayout ) return false;
  188. lut.setLegendOff();
  189. if ( legendLayout === 'horizontal') {
  190. legendLayout = 'vertical';
  191. } else {
  192. legendLayout = 'horizontal';
  193. }
  194. loadModel( colorMap , numberOfColors, legendLayout );
  195. }
  196. }
  197. </script>
  198. </body>
  199. </html>