webgl_geometry_colors_lookuptable.html 4.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lookup table</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #444;
  12. }
  13. a {
  14. color: red;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - lookup table<br/>
  21. vertex color values from a range of data values
  22. </div>
  23. <div id="container"></div>
  24. <script type="module">
  25. import {
  26. BufferGeometryLoader,
  27. CanvasTexture,
  28. Color,
  29. DoubleSide,
  30. Float32BufferAttribute,
  31. Mesh,
  32. MeshLambertMaterial,
  33. OrthographicCamera,
  34. PerspectiveCamera,
  35. PointLight,
  36. Scene,
  37. Sprite,
  38. SpriteMaterial,
  39. VertexColors,
  40. WebGLRenderer
  41. } from "../build/three.module.js";
  42. import { GUI } from './jsm/libs/dat.gui.module.js';
  43. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  44. import { Lut } from './jsm/math/Lut.js';
  45. var container;
  46. var perpCamera, orthoCamera, renderer, lut;
  47. var mesh, sprite;
  48. var scene, uiScene;
  49. var params;
  50. init();
  51. function init() {
  52. container = document.getElementById( 'container' );
  53. scene = new Scene();
  54. scene.background = new Color( 0xffffff );
  55. uiScene = new Scene();
  56. lut = new Lut();
  57. var width = window.innerWidth;
  58. var height = window.innerHeight;
  59. perpCamera = new PerspectiveCamera( 60, width / height, 1, 100 );
  60. perpCamera.position.set( 0, 0, 10 );
  61. scene.add( perpCamera );
  62. orthoCamera = new OrthographicCamera( - 1, 1, 1, - 1, 1, 2 );
  63. orthoCamera.position.set( 0.5, 0, 1 );
  64. sprite = new Sprite( new SpriteMaterial( {
  65. map: new CanvasTexture( lut.createCanvas() )
  66. } ) );
  67. sprite.scale.x = 0.125;
  68. uiScene.add( sprite );
  69. mesh = new Mesh( undefined, new MeshLambertMaterial( {
  70. side: DoubleSide,
  71. color: 0xF5F5F5,
  72. vertexColors: VertexColors
  73. } ) );
  74. scene.add( mesh );
  75. params = {
  76. colorMap: 'rainbow',
  77. };
  78. loadModel( );
  79. var pointLight = new PointLight( 0xffffff, 1 );
  80. perpCamera.add( pointLight );
  81. renderer = new WebGLRenderer( { antialias: true } );
  82. renderer.autoClear = false;
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( width, height );
  85. container.appendChild( renderer.domElement );
  86. window.addEventListener( 'resize', onWindowResize, false );
  87. var controls = new OrbitControls( perpCamera, renderer.domElement );
  88. controls.addEventListener( 'change', render );
  89. var gui = new GUI();
  90. gui.add( params, 'colorMap', [ 'rainbow', 'cooltowarm', 'blackbody', 'grayscale' ] ).onChange( function () {
  91. updateColors();
  92. render();
  93. } );
  94. }
  95. function onWindowResize() {
  96. var width = window.innerWidth;
  97. var height = window.innerHeight;
  98. perpCamera.aspect = width / height;
  99. perpCamera.updateProjectionMatrix();
  100. renderer.setSize( width, height );
  101. render();
  102. }
  103. function render() {
  104. renderer.clear();
  105. renderer.render( scene, perpCamera );
  106. renderer.render( uiScene, orthoCamera );
  107. }
  108. function loadModel( ) {
  109. var loader = new BufferGeometryLoader();
  110. loader.load( 'models/json/pressure.json', function ( geometry ) {
  111. geometry.center();
  112. geometry.computeVertexNormals();
  113. // default color attribute
  114. var colors = [];
  115. for ( var i = 0, n = geometry.attributes.position.count; i < n; ++ i ) {
  116. colors.push( 1, 1, 1 );
  117. }
  118. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  119. mesh.geometry = geometry;
  120. updateColors();
  121. render();
  122. } );
  123. }
  124. function updateColors() {
  125. lut.setColorMap( params.colorMap );
  126. lut.setMax( 2000 );
  127. lut.setMin( 0 );
  128. var geometry = mesh.geometry;
  129. var pressures = geometry.attributes.pressure;
  130. var colors = geometry.attributes.color;
  131. for ( var i = 0; i < pressures.array.length; i ++ ) {
  132. var colorValue = pressures.array[ i ];
  133. var color = lut.getColor( colorValue );
  134. if ( color === undefined ) {
  135. console.log( 'Unable to determine color for value:', colorValue );
  136. } else {
  137. colors.setXYZ( i, color.r, color.g, color.b );
  138. }
  139. }
  140. colors.needsUpdate = true;
  141. var map = sprite.material.map;
  142. lut.updateCanvas( map.image );
  143. map.needsUpdate = true;
  144. }
  145. </script>
  146. </body>
  147. </html>