webgl_shaders_vector.html 7.5 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;
  58. var loader = new THREE.FontLoader();
  59. loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
  60. init( font );
  61. animate();
  62. } );
  63. function init( font ) {
  64. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  65. camera.position.set( 50, 100, 500 );
  66. scene = new THREE.Scene();
  67. scene.background = new THREE.Color( 0xf0f0f0 );
  68. var theText = '&'; // i % & j b 8
  69. group = new THREE.Group();
  70. scene.add( group );
  71. var textMaterial = new THREE.MeshBasicMaterial( {
  72. color: new THREE.Color( 0, 0, 1 ),
  73. side: THREE.DoubleSide,
  74. wireframe: true
  75. } );
  76. var textShapes = font.generateShapes( theText, 180 );
  77. var geometry = new THREE.ShapeBufferGeometry( textShapes );
  78. var text = new THREE.Mesh( geometry, textMaterial );
  79. text.position.x = - 200;
  80. group.add( text );
  81. //
  82. var vA = new THREE.Vector2();
  83. var vB = new THREE.Vector2();
  84. function processShape( path ) {
  85. var pts = []; // bigger area (convex hull)
  86. var pts2 = []; // smaller area (full solid shapes)
  87. var beziers = []; // quad bezier points
  88. var invert = [];
  89. var z;
  90. var wind;
  91. pts.push( path[ 0 ].getPoint( 0 ) );
  92. pts2.push( path[ 0 ].getPoint( 0 ) );
  93. for ( var i = 0; i < path.length; i ++ ) {
  94. var curve = path[ i ];
  95. if ( curve instanceof THREE.LineCurve ) {
  96. pts.push( curve.v2 );
  97. pts2.push( curve.v2 );
  98. } else if ( curve instanceof THREE.QuadraticBezierCurve ) {
  99. vA = vA.subVectors( curve.v1, curve.v0 );
  100. vB = vB.subVectors( curve.v2, curve.v1 );
  101. z = vA.x * vB.y - vA.y * vB.x; // z component of cross Production
  102. wind = z < 0; // clockwise/anticlock wind
  103. if ( wind ) {
  104. pts.push( curve.v1 );
  105. pts.push( curve.v2 );
  106. pts2.push( curve.v2 );
  107. } else {
  108. pts.push( curve.v2 );
  109. pts2.push( curve.v1 );
  110. pts2.push( curve.v2 );
  111. }
  112. var flip = wind ? 1 : - 1;
  113. // if (reverse) flip *= -1;
  114. invert.push( flip, flip, flip );
  115. beziers.push( curve.v0, curve.v1, curve.v2 );
  116. }
  117. }
  118. return {
  119. pts: pts,
  120. pts2: pts2,
  121. beziers: beziers,
  122. invert: invert
  123. };
  124. }
  125. var pts, pts2;
  126. var subshape;
  127. var convexhullShape;
  128. var solidShape;
  129. var convexhullShapeGroup = [];
  130. var solidShapeGroup = [];
  131. var beziers = [], invert = [];
  132. var process;
  133. var hole;
  134. for ( var s = 0; s < textShapes.length; s ++ ) {
  135. subshape = textShapes[ s ];
  136. process = processShape( subshape.curves );
  137. pts = process.pts;
  138. pts2 = process.pts2;
  139. beziers = beziers.concat( process.beziers );
  140. invert = invert.concat( process.invert );
  141. convexhullShape = new THREE.Shape( pts );
  142. solidShape = new THREE.Shape( pts2 );
  143. convexhullShapeGroup.push( convexhullShape );
  144. solidShapeGroup.push( solidShape );
  145. for ( var i = 0; i < subshape.holes.length; i ++ ) {
  146. hole = subshape.holes[ i ];
  147. process = processShape( hole.curves, true );
  148. pts = process.pts;
  149. pts2 = process.pts2;
  150. beziers = beziers.concat( process.beziers );
  151. invert = invert.concat( process.invert );
  152. convexhullShape.holes.push( new THREE.Shape( pts ) );
  153. solidShape.holes.push( new THREE.Shape( pts2 ) );
  154. }
  155. } // end of subshape
  156. var bezierGeometry = new THREE.BufferGeometry();
  157. var vertices = [];
  158. var uvs = [];
  159. for ( var i = 0; i < beziers.length; i ++ ) {
  160. var p = beziers[ i ];
  161. vertices.push( p.x, p.y, 0 );
  162. }
  163. for ( var i = 0; i < beziers.length; i += 3 ) {
  164. uvs.push( 0, 0, 0.5, 0, 1, 1 );
  165. }
  166. bezierGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  167. bezierGeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  168. bezierGeometry.addAttribute( 'invert', new THREE.Float32BufferAttribute( invert, 1 ) );
  169. geometry = new THREE.ShapeBufferGeometry( convexhullShapeGroup );
  170. text = new THREE.Mesh( geometry, textMaterial );
  171. text.position.x = 200;
  172. group.add( text );
  173. geometry = new THREE.ShapeBufferGeometry( solidShapeGroup );
  174. text = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: new THREE.Color( 1, 0, 0 ), side: THREE.DoubleSide, wireframe: true } ) );
  175. text.position.x = 200;
  176. group.add( text );
  177. //
  178. var newMaterial = new THREE.ShaderMaterial( {
  179. uniforms: {
  180. color: { value: new THREE.Color( 0.45 * 0xffffff ) }
  181. },
  182. vertexShader: document.getElementById( 'vs' ).textContent,
  183. fragmentShader: document.getElementById( 'fs' ).textContent,
  184. side: THREE.DoubleSide
  185. } );
  186. text = new THREE.Mesh( bezierGeometry, newMaterial );
  187. text.rotation.y = Math.PI * 2;
  188. group.add( text );
  189. //
  190. geometry = new THREE.ShapeBufferGeometry( solidShapeGroup );
  191. text = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0.45 * 0xffffff, side: THREE.DoubleSide } ) );
  192. text.rotation.y = Math.PI * 2;
  193. group.add( text );
  194. //
  195. renderer = new THREE.WebGLRenderer( { antialias: true } );
  196. renderer.setPixelRatio( window.devicePixelRatio );
  197. renderer.setSize( window.innerWidth, window.innerHeight );
  198. document.body.appendChild( renderer.domElement );
  199. controls = new THREE.OrbitControls( camera, renderer.domElement );
  200. controls.target.set( 50, 100, 0 );
  201. controls.update();
  202. stats = new Stats();
  203. document.body.appendChild( stats.dom );
  204. window.addEventListener( 'resize', onWindowResize, false );
  205. }
  206. function onWindowResize() {
  207. camera.aspect = window.innerWidth / window.innerHeight;
  208. camera.updateProjectionMatrix();
  209. renderer.setSize( window.innerWidth, window.innerHeight );
  210. }
  211. //
  212. function animate() {
  213. requestAnimationFrame( animate );
  214. render();
  215. stats.update();
  216. }
  217. function render() {
  218. renderer.render( scene, camera );
  219. }
  220. </script>
  221. </body>
  222. </html>