webgl_materials_wireframe.html 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232
  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - wireframe</title>
  5. <meta charset="utf-8">
  6. <style>
  7. body {
  8. margin: 0px;
  9. background-color: #000000;
  10. overflow: hidden;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <script src="../build/Three.js"></script>
  16. <script type="x-shader/x-vertex" id="vertexShader">
  17. attribute vec4 center;
  18. varying vec4 vCenter;
  19. void main() {
  20. vCenter = center;
  21. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  22. }
  23. </script>
  24. <script type="x-shader/x-fragment" id="fragmentShader">
  25. #extension GL_OES_standard_derivatives : enable
  26. varying vec4 vCenter;
  27. float edgeFactorTri() {
  28. vec3 d = fwidth( vCenter.xyz );
  29. vec3 a3 = smoothstep( vec3( 0.0 ), d * 1.5, vCenter.xyz );
  30. return min( min( a3.x, a3.y ), a3.z );
  31. }
  32. float edgeFactorQuad1() {
  33. vec2 d = fwidth( vCenter.xy );
  34. vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, vCenter.xy );
  35. return min( a2.x, a2.y );
  36. }
  37. float edgeFactorQuad2() {
  38. vec2 d = fwidth( 1.0 - vCenter.xy );
  39. vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, 1.0 - vCenter.xy );
  40. return min( a2.x, a2.y );
  41. }
  42. void main() {
  43. if ( vCenter.w == 0.0 ) {
  44. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), edgeFactorTri() );
  45. } else {
  46. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), min( edgeFactorQuad1(), edgeFactorQuad2() ) );
  47. }
  48. gl_FragColor.a = 1.0;
  49. }
  50. </script>
  51. <script>
  52. var camera, scene, renderer;
  53. var meshTris, meshQuads, meshLines, meshMixed;
  54. init();
  55. animate();
  56. function init() {
  57. scene = new THREE.Scene();
  58. // camera
  59. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  60. camera.position.z = 800;
  61. scene.add( camera );
  62. //
  63. var size = 150;
  64. var geometryLines = new THREE.CubeGeometry( size, size, size );
  65. var geometryQuads = new THREE.CubeGeometry( size, size, size );
  66. var geometryTris = new THREE.CubeGeometry( size, size, size );
  67. THREE.GeometryUtils.triangulateQuads( geometryTris );
  68. // wireframe using gl.LINES
  69. var materialLines = new THREE.MeshBasicMaterial( { wireframe: true } );
  70. meshLines = new THREE.Mesh( geometryLines, materialLines );
  71. meshLines.position.x = 0;
  72. scene.add( meshLines );
  73. //
  74. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  75. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  76. // wireframe using gl.TRIANGLES (interpreted as quads)
  77. var attributesQuads = { center: { type: 'v4', boundTo: 'faceVertices', value: [] } };
  78. var valuesQuads = attributesQuads.center.value;
  79. setupAttributes( geometryQuads, valuesQuads );
  80. var materialQuads = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesQuads, vertexShader: vertexShader, fragmentShader: fragmentShader } );
  81. meshQuads = new THREE.Mesh( geometryQuads, materialQuads );
  82. meshQuads.position.x = 300;
  83. scene.add( meshQuads );
  84. // wireframe using gl.TRIANGLES (interpreted as triangles)
  85. var attributesTris = { center: { type: 'v4', boundTo: 'faceVertices', value: [] } };
  86. var valuesTris = attributesTris.center.value;
  87. setupAttributes( geometryTris, valuesTris );
  88. var materialTris = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesTris, vertexShader: vertexShader, fragmentShader: fragmentShader } );
  89. meshTris = new THREE.Mesh( geometryTris, materialTris );
  90. meshTris.position.x = -300;
  91. scene.add( meshTris );
  92. // wireframe using gl.TRIANGLES (mixed triangles and quads)
  93. var mixedGeometry = new THREE.SphereGeometry( size / 2, 32, 16 );
  94. var attributesMixed = { center: { type: 'v4', boundTo: 'faceVertices', value: [] } };
  95. var valuesMixed = attributesMixed.center.value;
  96. setupAttributes( mixedGeometry, valuesMixed );
  97. var materialMixed = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesMixed, vertexShader: vertexShader, fragmentShader: fragmentShader } );
  98. meshMixed = new THREE.Mesh( mixedGeometry, materialMixed );
  99. meshMixed.position.x = 0;
  100. scene.add( meshMixed );
  101. // renderer
  102. renderer = new THREE.WebGLRenderer( { antialias: true } );
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. document.body.appendChild( renderer.domElement );
  105. // events
  106. window.addEventListener( 'resize', onWindowResize, false );
  107. }
  108. function setupAttributes( geometry, values ) {
  109. for( var f = 0; f < geometry.faces.length; f ++ ) {
  110. var face = geometry.faces[ f ];
  111. if ( face instanceof THREE.Face3 ) {
  112. values[ f ] = [ new THREE.Vector4( 1, 0, 0, 0 ), new THREE.Vector4( 0, 1, 0, 0 ), new THREE.Vector4( 0, 0, 1, 0 ) ];
  113. } else {
  114. values[ f ] = [ new THREE.Vector4( 1, 0, 0, 1 ), new THREE.Vector4( 1, 1, 0, 1 ), new THREE.Vector4( 0, 1, 0, 1 ), new THREE.Vector4( 0, 0, 0, 1 ) ];
  115. }
  116. }
  117. }
  118. function onWindowResize() {
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. }
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. meshLines.rotation.x += 0.005;
  126. meshLines.rotation.y += 0.01;
  127. meshQuads.rotation.x += 0.005;
  128. meshQuads.rotation.y += 0.01;
  129. meshTris.rotation.x += 0.005;
  130. meshTris.rotation.y += 0.01;
  131. if ( meshMixed ) {
  132. meshMixed.rotation.x += 0.005;
  133. meshMixed.rotation.y += 0.01;
  134. }
  135. renderer.render( scene, camera );
  136. }
  137. </script>
  138. </body>
  139. </html>