webgl_shaders_vector.html 8.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - vector - text</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. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <div id="info">
  24. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - Resolution-Independent Vector Fonts. <a href="https://github.com/mrdoob/three.js/issues/4746">info</a>.
  25. </div>
  26. <script src="../build/three.js"></script>
  27. <script src="./js/controls/OrbitControls.js"></script>
  28. <script src="js/libs/stats.min.js"></script>
  29. <script type="x-shader/x-fragment" id="fs">
  30. varying vec2 vUv;
  31. varying float flip;
  32. uniform vec3 color;
  33. float inCurve(vec2 uv) {
  34. return uv.x * uv.x - uv.y;
  35. }
  36. float delta = 0.1;
  37. void main() {
  38. float x = inCurve(vUv);
  39. if (x * flip > 0.) discard;
  40. gl_FragColor = vec4(color, 1.);
  41. }
  42. </script>
  43. <script type="x-shader/x-vertex" id="vs">
  44. varying vec2 vUv;
  45. attribute float invert;
  46. varying float flip;
  47. void main() {
  48. vUv = uv;
  49. flip = invert;
  50. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  51. gl_Position = projectionMatrix * mvPosition;
  52. }
  53. </script>
  54. <script>
  55. var stats;
  56. var camera, scene, renderer, controls;
  57. var group, text;
  58. var t = false;
  59. function toggle() {
  60. if ( t ) {
  61. text2.visible = 0;
  62. text1.visible = 1;
  63. } else {
  64. text2.visible = 1;
  65. text1.visible = 0;
  66. }
  67. t = !t;
  68. }
  69. var loader = new THREE.FontLoader();
  70. loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
  71. init( font );
  72. animate();
  73. } );
  74. function init( font ) {
  75. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  76. camera.position.set( 0, 100, 500 );
  77. controls = new THREE.OrbitControls( camera );
  78. controls.target.set( 0, 100, 0 );
  79. controls.update();
  80. scene = new THREE.Scene();
  81. scene.background = new THREE.Color( 0xf0f0f0 );
  82. var theText = "&"; // i % & j b 8
  83. group = new THREE.Group();
  84. scene.add( group );
  85. var textMaterial = new THREE.MeshBasicMaterial( {
  86. color: new THREE.Color(0, 0, 1 ),
  87. side: THREE.DoubleSide,
  88. wireframe: true
  89. } );
  90. var textShapes = font.generateShapes( theText, 180, 2 );
  91. var text3d = new THREE.ShapeBufferGeometry( textShapes );
  92. text3d.computeBoundingBox();
  93. var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
  94. text = new THREE.Mesh( text3d, textMaterial );
  95. text.position.x = centerOffset - 150;
  96. group.add( text );
  97. //
  98. var vA = new THREE.Vector2();
  99. var vB = new THREE.Vector2();
  100. var vDot = new THREE.Vector2();
  101. function processShape( path, reverse ) {
  102. var pts = []; // bigger area (convex hull)
  103. var pts2 = []; // smaller area (full solid shapes)
  104. var beziers = []; // quad bezier points
  105. var invert = [];
  106. var z;
  107. var wind;
  108. pts.push( path[ 0 ].getPoint( 0 ) );
  109. pts2.push( path[ 0 ].getPoint( 0 ) );
  110. for ( var i = 0; i < path.length; i ++ ) {
  111. var curve = path[ i ];
  112. if ( curve instanceof THREE.LineCurve ) {
  113. pts.push( curve.v2 );
  114. pts2.push( curve.v2 );
  115. } else if ( curve instanceof THREE.QuadraticBezierCurve ) {
  116. vA = vA.subVectors( curve.v1, curve.v0 );
  117. vB = vB.subVectors( curve.v2, curve.v1 );
  118. z = vA.x * vB.y - vA.y * vB.x; // z component of cross Production
  119. wind = z < 0; // clockwise/anticlock wind
  120. if ( wind ) {
  121. pts.push( curve.v1 );
  122. pts.push( curve.v2 );
  123. pts2.push( curve.v2 );
  124. } else {
  125. pts.push( curve.v2 );
  126. pts2.push( curve.v1 );
  127. pts2.push( curve.v2 );
  128. }
  129. var flip = wind ? 1 : - 1;
  130. // if (reverse) flip *= -1;
  131. invert.push( flip, flip, flip );
  132. beziers.push( curve.v0, curve.v1, curve.v2 );
  133. }
  134. }
  135. return {
  136. pts: pts,
  137. pts2: pts2,
  138. beziers: beziers,
  139. invert: invert
  140. };
  141. }
  142. var pts, pts2;
  143. var subshape;
  144. var convexhullShape;
  145. var solidShape;
  146. var convexhullShapeGroup = [];
  147. var solidShapeGroup = [];
  148. var beziers = [], invert = [];
  149. var process;
  150. var hole;
  151. for ( var s = 0; s < textShapes.length; s ++ ) {
  152. subshape = textShapes[ s ];
  153. process = processShape( subshape.curves );
  154. pts = process.pts;
  155. pts2 = process.pts2;
  156. beziers = beziers.concat( process.beziers );
  157. invert = invert.concat( process.invert );
  158. convexhullShape = new THREE.Shape( pts );
  159. solidShape = new THREE.Shape( pts2 );
  160. convexhullShapeGroup.push( convexhullShape );
  161. solidShapeGroup.push( solidShape );
  162. for ( var i = 0; i < subshape.holes.length; i ++ ) {
  163. hole = subshape.holes[ i ];
  164. // console.log('hole', hole);
  165. process = processShape( hole.curves, true );
  166. pts = process.pts;
  167. pts2 = process.pts2;
  168. beziers = beziers.concat( process.beziers );
  169. invert = invert.concat( process.invert );
  170. convexhullShape.holes.push( new THREE.Shape( pts ) );
  171. solidShape.holes.push( new THREE.Shape( pts2 ) );
  172. }
  173. } // end of subshape
  174. var bezierGeometry = new THREE.BufferGeometry();
  175. var vertices = [];
  176. var uvs = [];
  177. for ( var i = 0; i < beziers.length; i ++ ) {
  178. var p = beziers[ i ];
  179. vertices.push( p.x, p.y, 0 );
  180. }
  181. for ( var i = 0; i < beziers.length; i += 3 ) {
  182. uvs.push( 0, 0, 0.5, 0, 1, 1 );
  183. }
  184. bezierGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  185. bezierGeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  186. bezierGeometry.addAttribute( 'invert', new THREE.Float32BufferAttribute( invert, 1 ) );
  187. text3d = new THREE.ShapeBufferGeometry( convexhullShapeGroup );
  188. text3d.computeBoundingBox();
  189. var centerOffset = - 0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
  190. var text1 = new THREE.Mesh( text3d, textMaterial );
  191. text1.position.x = centerOffset + 150;
  192. group.add( text1 );
  193. text3d = new THREE.ShapeBufferGeometry( solidShapeGroup );
  194. text3d.computeBoundingBox();
  195. var centerOffset = - 0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
  196. var text2 = new THREE.Mesh( text3d, new THREE.MeshBasicMaterial( { color: new THREE.Color(1, 0, 0 ), side: THREE.DoubleSide, wireframe: true } ) );
  197. text2.position.x = centerOffset + 150;
  198. group.add( text2 );
  199. //
  200. var newMaterial = new THREE.ShaderMaterial( {
  201. uniforms: {
  202. color: { value: new THREE.Color( 0.45 * 0xffffff ) }
  203. },
  204. vertexShader: document.getElementById( 'vs' ).textContent,
  205. fragmentShader: document.getElementById( 'fs' ).textContent,
  206. side: THREE.DoubleSide
  207. } );
  208. text = new THREE.Mesh( bezierGeometry, newMaterial );
  209. text.position.x = centerOffset;
  210. text.position.y = 0;
  211. text.position.z = 0;
  212. text.rotation.x = 0;
  213. text.rotation.y = Math.PI * 2;
  214. group.add( text );
  215. //
  216. text3d = new THREE.ShapeBufferGeometry( solidShapeGroup );
  217. text3d.computeBoundingBox();
  218. text = new THREE.Mesh( text3d, new THREE.MeshBasicMaterial( { color: 0.45 * 0xffffff, side: THREE.DoubleSide } ) );
  219. text.position.x = centerOffset;
  220. text.position.y = 0;
  221. text.position.z = 0;
  222. text.rotation.x = 0;
  223. text.rotation.y = Math.PI * 2;
  224. group.add( text );
  225. //
  226. renderer = new THREE.WebGLRenderer( { antialias: true } );
  227. renderer.setPixelRatio( window.devicePixelRatio );
  228. renderer.setSize( window.innerWidth, window.innerHeight );
  229. document.body.appendChild( renderer.domElement );
  230. stats = new Stats();
  231. document.body.appendChild( stats.dom );
  232. document.addEventListener( 'mousedown', toggle, false );
  233. window.addEventListener( 'resize', onWindowResize, false );
  234. }
  235. function onWindowResize() {
  236. camera.aspect = window.innerWidth / window.innerHeight;
  237. camera.updateProjectionMatrix();
  238. renderer.setSize( window.innerWidth, window.innerHeight );
  239. }
  240. //
  241. function animate() {
  242. requestAnimationFrame( animate );
  243. render();
  244. stats.update();
  245. }
  246. function render() {
  247. renderer.render( scene, camera );
  248. }
  249. </script>
  250. </body>
  251. </html>