webgl_modifier_tessellation.html 5.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - modifier - 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://threejs.org" target="_blank">three.js</a> - modifier tessellation</div>
  30. <div id="container"></div>
  31. <script src="../build/three.js"></script>
  32. <script src="js/controls/TrackballControls.js"></script>
  33. <script src="js/modifiers/ExplodeModifier.js"></script>
  34. <script src="js/modifiers/TessellateModifier.js"></script>
  35. <script src="js/Detector.js"></script>
  36. <script src="js/libs/stats.min.js"></script>
  37. <script type="x-shader/x-vertex" id="vertexshader">
  38. uniform float amplitude;
  39. attribute vec3 customColor;
  40. attribute vec3 displacement;
  41. varying vec3 vNormal;
  42. varying vec3 vColor;
  43. void main() {
  44. vNormal = normal;
  45. vColor = customColor;
  46. vec3 newPosition = position + normal * amplitude * displacement;
  47. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  48. }
  49. </script>
  50. <script type="x-shader/x-fragment" id="fragmentshader">
  51. varying vec3 vNormal;
  52. varying vec3 vColor;
  53. void main() {
  54. const float ambient = 0.4;
  55. vec3 light = vec3( 1.0 );
  56. light = normalize( light );
  57. float directional = max( dot( vNormal, light ), 0.0 );
  58. gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
  59. }
  60. </script>
  61. <script>
  62. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  63. var renderer, scene, camera, stats;
  64. var mesh, uniforms;
  65. var WIDTH = window.innerWidth,
  66. HEIGHT = window.innerHeight;
  67. var loader = new THREE.FontLoader();
  68. loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
  69. init( font );
  70. animate();
  71. } );
  72. function init( font ) {
  73. camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
  74. camera.position.set( -100, 100, 200 );
  75. controls = new THREE.TrackballControls( camera );
  76. scene = new THREE.Scene();
  77. //
  78. var geometry = new THREE.TextGeometry( "THREE.JS", {
  79. font: font,
  80. size: 40,
  81. height: 5,
  82. curveSegments: 3,
  83. bevelThickness: 2,
  84. bevelSize: 1,
  85. bevelEnabled: true
  86. });
  87. geometry.center();
  88. var tessellateModifier = new THREE.TessellateModifier( 8 );
  89. for ( var i = 0; i < 6; i ++ ) {
  90. tessellateModifier.modify( geometry );
  91. }
  92. var explodeModifier = new THREE.ExplodeModifier();
  93. explodeModifier.modify( geometry );
  94. var numFaces = geometry.faces.length;
  95. //
  96. geometry = new THREE.BufferGeometry().fromGeometry( geometry );
  97. var colors = new Float32Array( numFaces * 3 * 3 );
  98. var displacement = new Float32Array( numFaces * 3 * 3 );
  99. var color = new THREE.Color();
  100. for ( var f = 0; f < numFaces; f ++ ) {
  101. var index = 9 * f;
  102. var h = 0.2 * Math.random();
  103. var s = 0.5 + 0.5 * Math.random();
  104. var l = 0.5 + 0.5 * Math.random();
  105. color.setHSL( h, s, l );
  106. var d = 10 * ( 0.5 - Math.random() );
  107. for ( var i = 0; i < 3; i ++ ) {
  108. colors[ index + ( 3 * i ) ] = color.r;
  109. colors[ index + ( 3 * i ) + 1 ] = color.g;
  110. colors[ index + ( 3 * i ) + 2 ] = color.b;
  111. displacement[ index + ( 3 * i ) ] = d;
  112. displacement[ index + ( 3 * i ) + 1 ] = d;
  113. displacement[ index + ( 3 * i ) + 2 ] = d;
  114. }
  115. }
  116. geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
  117. geometry.addAttribute( 'displacement', new THREE.BufferAttribute( displacement, 3 ) );
  118. //
  119. uniforms = {
  120. amplitude: { value: 0.0 }
  121. };
  122. var shaderMaterial = new THREE.ShaderMaterial( {
  123. uniforms: uniforms,
  124. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  125. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  126. });
  127. //
  128. mesh = new THREE.Mesh( geometry, shaderMaterial );
  129. scene.add( mesh );
  130. renderer = new THREE.WebGLRenderer( { antialias: true } );
  131. renderer.setClearColor( 0x050505 );
  132. renderer.setPixelRatio( window.devicePixelRatio );
  133. renderer.setSize( WIDTH, HEIGHT );
  134. var container = document.getElementById( 'container' );
  135. container.appendChild( renderer.domElement );
  136. stats = new Stats();
  137. container.appendChild( stats.dom );
  138. //
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. }
  141. function onWindowResize() {
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. }
  146. function animate() {
  147. requestAnimationFrame( animate );
  148. render();
  149. stats.update();
  150. }
  151. function render() {
  152. var time = Date.now() * 0.001;
  153. uniforms.amplitude.value = 1.0 + Math.sin( time * 0.5 );
  154. controls.update();
  155. renderer.render( scene, camera );
  156. }
  157. </script>
  158. </body>
  159. </html>