webgl_geometry_tessellation.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - tessellation</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: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. z-index:100;
  24. }
  25. a { color: red }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - geometry tessellation example</div>
  30. <div id="container"></div>
  31. <script src="../build/Three.js"></script>
  32. <script src="js/Detector.js"></script>
  33. <script src="js/Stats.js"></script>
  34. <script src="fonts/helvetiker_bold.typeface.js"></script>
  35. <script type="x-shader/x-vertex" id="vertexshader">
  36. uniform float amplitude;
  37. attribute vec3 customColor;
  38. attribute vec3 displacement;
  39. varying vec3 vNormal;
  40. varying vec3 vColor;
  41. void main() {
  42. vNormal = normal;
  43. vColor = customColor;
  44. vec3 newPosition = position + amplitude * displacement;
  45. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  46. }
  47. </script>
  48. <script type="x-shader/x-fragment" id="fragmentshader">
  49. varying vec3 vNormal;
  50. varying vec3 vColor;
  51. void main() {
  52. const float ambient = 0.005;
  53. vec3 light = vec3( 1.0 );
  54. light = normalize( light );
  55. float directional = max( dot( vNormal, light ), 0.0 );
  56. gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
  57. gl_FragColor.xyz = sqrt( gl_FragColor.xyz );
  58. }
  59. </script>
  60. <script>
  61. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  62. var renderer, scene, camera, stats;
  63. var mesh, uniforms, attributes;
  64. var WIDTH = window.innerWidth,
  65. HEIGHT = window.innerHeight;
  66. init();
  67. animate();
  68. function init() {
  69. scene = new THREE.Scene();
  70. camera = new THREE.PerspectiveCamera( 25, WIDTH / HEIGHT, 1, 10000 );
  71. camera.position.z = 350;
  72. controls = new THREE.TrackballControls( camera );
  73. scene.add( camera );
  74. //
  75. attributes = {
  76. displacement: { type: 'v3', value: [] },
  77. customColor: { type: 'c', value: [] }
  78. };
  79. uniforms = {
  80. amplitude: { type: "f", value: 0.0 }
  81. };
  82. var shaderMaterial = new THREE.ShaderMaterial( {
  83. uniforms: uniforms,
  84. attributes: attributes,
  85. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  86. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  87. shading: THREE.FlatShading
  88. });
  89. var geometry = new THREE.TextGeometry( "THREE.JS", {
  90. size: 40,
  91. height: 5,
  92. curveSegments: 3,
  93. font: "helvetiker",
  94. weight: "bold",
  95. style: "normal",
  96. bevelThickness: 2,
  97. bevelSize: 1,
  98. bevelEnabled: true
  99. });
  100. geometry.dynamic = true;
  101. THREE.GeometryUtils.center( geometry );
  102. var i, n = 6, maxEdgeLength = 4;
  103. for ( i = 0; i < n; i ++ ) THREE.GeometryUtils.tessellate( geometry, maxEdgeLength );
  104. THREE.GeometryUtils.explode( geometry );
  105. var vertices = geometry.vertices;
  106. var colors = attributes.customColor.value;
  107. var displacement = attributes.displacement.value;
  108. var h, d, x, y, z;
  109. var nv, v = 0;
  110. for( var f = 0; f < geometry.faces.length; f ++ ) {
  111. var face = geometry.faces[ f ];
  112. if ( face instanceof THREE.Face3 ) {
  113. nv = 3;
  114. } else {
  115. nv = 4;
  116. }
  117. h = 0.15 * Math.random();
  118. s = 0.7 * Math.random();
  119. d = 10 * ( 0.5 - Math.random() );
  120. x = 2 * ( 0.5 - Math.random() );
  121. y = 2 * ( 0.5 - Math.random() );
  122. z = 2 * ( 0.5 - Math.random() );
  123. for ( var i = 0; i < nv; i ++ ) {
  124. colors[ v ] = new THREE.Color();
  125. displacement[ v ] = new THREE.Vector3();
  126. colors[ v ].setHSV( h, s, 1 );
  127. colors[ v ].convertGammaToLinear();
  128. displacement[ v ].set( x, y, z );
  129. v += 1;
  130. }
  131. }
  132. console.log( "faces", geometry.faces.length );
  133. mesh = new THREE.Mesh( geometry, shaderMaterial );
  134. mesh.rotation.set( 0.5, 0.5, 0 );
  135. mesh.doubleSided = true;
  136. scene.add( mesh );
  137. renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1, antialias: true } );
  138. renderer.setSize( WIDTH, HEIGHT );
  139. var container = document.getElementById( 'container' );
  140. container.appendChild( renderer.domElement );
  141. stats = new Stats();
  142. stats.domElement.style.position = 'absolute';
  143. stats.domElement.style.top = '0px';
  144. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#555";
  145. stats.domElement.children[ 0 ].style.background = "transparent";
  146. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  147. container.appendChild( stats.domElement );
  148. //
  149. window.addEventListener( 'resize', onWindowResize, false );
  150. }
  151. function onWindowResize() {
  152. camera.aspect = window.innerWidth / window.innerHeight;
  153. camera.updateProjectionMatrix();
  154. renderer.setSize( window.innerWidth, window.innerHeight );
  155. }
  156. function animate() {
  157. requestAnimationFrame( animate );
  158. render();
  159. stats.update();
  160. }
  161. function render() {
  162. var time = Date.now() * 0.001;
  163. uniforms.amplitude.value = 0.125 * Math.sin( time * 0.5 );
  164. controls.update();
  165. renderer.render( scene, camera );
  166. }
  167. </script>
  168. </body>
  169. </html>