webgl_materials_wireframe.html 5.3 KB

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  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 vec3 center;
  18. varying vec3 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="fragmentShaderQuad">
  25. #extension GL_OES_standard_derivatives : enable
  26. varying vec3 vCenter;
  27. float edgeFactor1() {
  28. vec2 d = fwidth( vCenter.xy );
  29. vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, vCenter.xy );
  30. return min( a2.x, a2.y );
  31. }
  32. float edgeFactor2() {
  33. vec2 d = fwidth( 1.0 - vCenter.xy );
  34. vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, 1.0 - vCenter.xy );
  35. return min( a2.x, a2.y );
  36. }
  37. void main() {
  38. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), min( edgeFactor1(), edgeFactor2() ) );
  39. gl_FragColor.a = 1.0;
  40. }
  41. </script>
  42. <script type="x-shader/x-fragment" id="fragmentShaderTri">
  43. #extension GL_OES_standard_derivatives : enable
  44. varying vec3 vCenter;
  45. float edgeFactor() {
  46. vec3 d = fwidth( vCenter );
  47. vec3 a3 = smoothstep( vec3( 0.0 ), d * 1.5, vCenter );
  48. return min( min( a3.x, a3.y ), a3.z );
  49. }
  50. void main() {
  51. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), edgeFactor() );
  52. gl_FragColor.a = 1.0;
  53. }
  54. </script>
  55. <script>
  56. var camera, scene, renderer;
  57. var meshTris, meshQuads, meshLines;
  58. init();
  59. animate();
  60. function init() {
  61. scene = new THREE.Scene();
  62. // camera
  63. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  64. camera.position.z = 800;
  65. scene.add( camera );
  66. //
  67. var size = 150;
  68. var geometryLines = new THREE.CubeGeometry( size, size, size );
  69. var geometryQuads = new THREE.CubeGeometry( size, size, size );
  70. var geometryTris = new THREE.CubeGeometry( size, size, size );
  71. THREE.GeometryUtils.triangulateQuads( geometryTris );
  72. // wireframe using gl.LINES
  73. var materialLines = new THREE.MeshBasicMaterial( { wireframe: true } );
  74. meshLines = new THREE.Mesh( geometryLines, materialLines );
  75. meshLines.position.x = 300;
  76. scene.add( meshLines );
  77. //
  78. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  79. var fragmentShaderQuad = document.getElementById( 'fragmentShaderQuad' ).textContent;
  80. var fragmentShaderTri = document.getElementById( 'fragmentShaderTri' ).textContent;
  81. // wireframe using gl.TRIANGLES (interpreted as quads)
  82. var attributesQuads = { center: { type: 'v3', boundTo: 'faceVertices', value: [] } };
  83. var valuesQuads = attributesQuads.center.value;
  84. for( var f = 0; f < geometryQuads.faces.length; f ++ ) {
  85. var face = geometryQuads.faces[ f ];
  86. if ( face instanceof THREE.Face3 ) {
  87. valuesQuads[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
  88. } else {
  89. valuesQuads[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 1, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ) ];
  90. }
  91. }
  92. var materialQuads = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesQuads, vertexShader: vertexShader, fragmentShader: fragmentShaderQuad } );
  93. meshQuads = new THREE.Mesh( geometryQuads, materialQuads );
  94. meshQuads.position.x = 0;
  95. scene.add( meshQuads );
  96. // wireframe using gl.TRIANGLES (interpreted as triangles)
  97. var attributesTris = { center: { type: 'v3', boundTo: 'faceVertices', value: [] } };
  98. var valuesTris = attributesTris.center.value;
  99. for( var f = 0; f < geometryTris.faces.length; f ++ ) {
  100. var face = geometryTris.faces[ f ];
  101. if ( face instanceof THREE.Face3 ) {
  102. valuesTris[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
  103. } else {
  104. valuesQuads[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 1, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ) ];
  105. }
  106. }
  107. var materialTris = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesTris, vertexShader: vertexShader, fragmentShader: fragmentShaderTri } );
  108. meshTris = new THREE.Mesh( geometryTris, materialTris );
  109. meshTris.position.x = -300;
  110. scene.add( meshTris );
  111. // renderer
  112. renderer = new THREE.WebGLRenderer( { antialias: true } );
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. document.body.appendChild( renderer.domElement );
  115. // events
  116. window.addEventListener( 'resize', onWindowResize, false );
  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. renderer.render( scene, camera );
  132. }
  133. </script>
  134. </body>
  135. </html>