webgl_modifier_subdivision.html 5.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - modifier - Subdivisions using Loop Subdivision Scheme</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: #f0f0f0;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - subdivision modifier<br/ >
  21. Original Geometry: <span id="original-vertex-count"></span> vertices and <span id="original-face-count"></span> faces<br/ >
  22. Smooth Geometry: <span id="smooth-vertex-count"></span> vertices and <span id="smooth-face-count"></span> faces<br/ >
  23. </div>
  24. <script type="module">
  25. import {
  26. BufferGeometry,
  27. BufferGeometryLoader,
  28. Color,
  29. Geometry,
  30. Mesh,
  31. MeshBasicMaterial,
  32. MeshPhongMaterial,
  33. PerspectiveCamera,
  34. PointLight,
  35. Scene,
  36. VertexColors,
  37. WebGLRenderer,
  38. } from "../build/three.module.js";
  39. import Stats from './jsm/libs/stats.module.js';
  40. import { GUI } from './jsm/libs/dat.gui.module.js';
  41. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  42. import { SubdivisionModifier } from './jsm/modifiers/SubdivisionModifier.js';
  43. var camera, scene, renderer, stats, smoothMesh, wireframe;
  44. var smoothMaterial = new MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: VertexColors } );
  45. var wireframeMaterial = new MeshBasicMaterial( { color: 0x000000, wireframe: true, opacity: 0.15, transparent: true } );
  46. var faceIndices = [ 'a', 'b', 'c' ];
  47. var params = {
  48. subdivisions: 2
  49. };
  50. init();
  51. function init() {
  52. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 500 );
  53. camera.position.z = 100;
  54. scene = new Scene();
  55. scene.background = new Color( 0xf0f0f0 );
  56. var light = new PointLight( 0xffffff, 1.5 );
  57. light.position.set( 1000, 1000, 2000 );
  58. scene.add( light );
  59. var loader = new BufferGeometryLoader();
  60. loader.load( 'models/json/WaltHeadLo_buffergeometry.json', function ( bufferGeometry ) {
  61. // converting to legacy Geometry because SubdivisionModifier only returns Geometry
  62. var geometry = new Geometry().fromBufferGeometry( bufferGeometry );
  63. geometry.mergeVertices();
  64. var material = new MeshBasicMaterial( { color: 0xcccccc, wireframe: true } );
  65. var mesh = new Mesh( bufferGeometry, material );
  66. scene.add( mesh );
  67. var gui = new GUI();
  68. gui.add( params, 'subdivisions', 0, 3 ).step( 1 ).onChange( function ( subdivisions ) {
  69. subdivide( geometry, subdivisions );
  70. } );
  71. //
  72. subdivide( geometry, params.subdivisions );
  73. animate();
  74. } );
  75. renderer = new WebGLRenderer( { antialias: true } );
  76. renderer.setPixelRatio( window.devicePixelRatio );
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. document.body.appendChild( renderer.domElement );
  79. stats = new Stats();
  80. document.body.appendChild( stats.dom );
  81. //
  82. var controls = new OrbitControls( camera, renderer.domElement );
  83. controls.minDistance = 50;
  84. controls.maxDistance = 400;
  85. window.addEventListener( 'resize', onWindowResize, false );
  86. //
  87. smoothMesh = new Mesh( undefined, smoothMaterial );
  88. wireframe = new Mesh( undefined, wireframeMaterial );
  89. scene.add( smoothMesh, wireframe );
  90. }
  91. function subdivide( geometry, subdivisions ) {
  92. var modifier = new SubdivisionModifier( subdivisions );
  93. var smoothGeometry = modifier.modify( geometry );
  94. // colorify faces
  95. for ( var i = 0; i < smoothGeometry.faces.length; i ++ ) {
  96. var face = smoothGeometry.faces[ i ];
  97. for ( var j = 0; j < 3; j ++ ) {
  98. var vertexIndex = face[ faceIndices[ j ] ];
  99. var vertex = smoothGeometry.vertices[ vertexIndex ];
  100. var hue = ( vertex.y / 200 ) + 0.5;
  101. var color = new Color().setHSL( hue, 1, 0.5 );
  102. face.vertexColors[ j ] = color;
  103. }
  104. }
  105. // convert to BufferGeometry
  106. if ( smoothMesh.geometry ) smoothMesh.geometry.dispose();
  107. smoothMesh.geometry = new BufferGeometry().fromGeometry( smoothGeometry );
  108. wireframe.geometry = smoothMesh.geometry;
  109. //
  110. updateUI( geometry, smoothGeometry );
  111. }
  112. function updateUI( originalGeometry, smoothGeometry ) {
  113. document.getElementById( 'original-vertex-count' ).textContent = originalGeometry.vertices.length;
  114. document.getElementById( 'original-face-count' ).textContent = originalGeometry.faces.length;
  115. document.getElementById( 'smooth-vertex-count' ).textContent = smoothGeometry.vertices.length;
  116. document.getElementById( 'smooth-face-count' ).textContent = smoothGeometry.faces.length;
  117. }
  118. function onWindowResize() {
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. }
  123. //
  124. function animate() {
  125. requestAnimationFrame( animate );
  126. render();
  127. stats.update();
  128. }
  129. function render() {
  130. renderer.render( scene, camera );
  131. }
  132. </script>
  133. </body>
  134. </html>