webgl_modifier_tessellation.html 4.9 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - modifier tessellation</div>
  11. <div id="container"></div>
  12. <script type="x-shader/x-vertex" id="vertexshader">
  13. uniform float amplitude;
  14. attribute vec3 customColor;
  15. attribute vec3 displacement;
  16. varying vec3 vNormal;
  17. varying vec3 vColor;
  18. void main() {
  19. vNormal = normal;
  20. vColor = customColor;
  21. vec3 newPosition = position + normal * amplitude * displacement;
  22. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  23. }
  24. </script>
  25. <script type="x-shader/x-fragment" id="fragmentshader">
  26. varying vec3 vNormal;
  27. varying vec3 vColor;
  28. void main() {
  29. const float ambient = 0.4;
  30. vec3 light = vec3( 1.0 );
  31. light = normalize( light );
  32. float directional = max( dot( vNormal, light ), 0.0 );
  33. gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
  34. }
  35. </script>
  36. <script type="module">
  37. import {
  38. BufferAttribute,
  39. BufferGeometry,
  40. Color,
  41. FontLoader,
  42. Mesh,
  43. PerspectiveCamera,
  44. Scene,
  45. ShaderMaterial,
  46. TextGeometry,
  47. WebGLRenderer,
  48. } from "../build/three.module.js";
  49. import Stats from './jsm/libs/stats.module.js';
  50. import { TrackballControls } from './jsm/controls/TrackballControls.js';
  51. import { TessellateModifier } from './jsm/modifiers/TessellateModifier.js';
  52. var renderer, scene, camera, stats;
  53. var controls;
  54. var mesh, uniforms;
  55. var WIDTH = window.innerWidth,
  56. HEIGHT = window.innerHeight;
  57. var loader = new FontLoader();
  58. loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
  59. init( font );
  60. animate();
  61. } );
  62. function init( font ) {
  63. camera = new PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
  64. camera.position.set( - 100, 100, 200 );
  65. scene = new Scene();
  66. scene.background = new Color( 0x050505 );
  67. //
  68. var geometry = new TextGeometry( "THREE.JS", {
  69. font: font,
  70. size: 40,
  71. height: 5,
  72. curveSegments: 3,
  73. bevelThickness: 2,
  74. bevelSize: 1,
  75. bevelEnabled: true
  76. } );
  77. geometry.center();
  78. var tessellateModifier = new TessellateModifier( 8 );
  79. for ( var i = 0; i < 6; i ++ ) {
  80. tessellateModifier.modify( geometry );
  81. }
  82. //
  83. geometry = new BufferGeometry().fromGeometry( geometry );
  84. var numFaces = geometry.attributes.position.count / 3;
  85. var colors = new Float32Array( numFaces * 3 * 3 );
  86. var displacement = new Float32Array( numFaces * 3 * 3 );
  87. var color = new Color();
  88. for ( var f = 0; f < numFaces; f ++ ) {
  89. var index = 9 * f;
  90. var h = 0.2 * Math.random();
  91. var s = 0.5 + 0.5 * Math.random();
  92. var l = 0.5 + 0.5 * Math.random();
  93. color.setHSL( h, s, l );
  94. var d = 10 * ( 0.5 - Math.random() );
  95. for ( var i = 0; i < 3; i ++ ) {
  96. colors[ index + ( 3 * i ) ] = color.r;
  97. colors[ index + ( 3 * i ) + 1 ] = color.g;
  98. colors[ index + ( 3 * i ) + 2 ] = color.b;
  99. displacement[ index + ( 3 * i ) ] = d;
  100. displacement[ index + ( 3 * i ) + 1 ] = d;
  101. displacement[ index + ( 3 * i ) + 2 ] = d;
  102. }
  103. }
  104. geometry.addAttribute( 'customColor', new BufferAttribute( colors, 3 ) );
  105. geometry.addAttribute( 'displacement', new BufferAttribute( displacement, 3 ) );
  106. //
  107. uniforms = {
  108. amplitude: { value: 0.0 }
  109. };
  110. var shaderMaterial = new ShaderMaterial( {
  111. uniforms: uniforms,
  112. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  113. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  114. } );
  115. //
  116. mesh = new Mesh( geometry, shaderMaterial );
  117. scene.add( mesh );
  118. renderer = new WebGLRenderer( { antialias: true } );
  119. renderer.setPixelRatio( window.devicePixelRatio );
  120. renderer.setSize( WIDTH, HEIGHT );
  121. var container = document.getElementById( 'container' );
  122. container.appendChild( renderer.domElement );
  123. controls = new TrackballControls( camera, renderer.domElement );
  124. stats = new Stats();
  125. container.appendChild( stats.dom );
  126. //
  127. window.addEventListener( 'resize', onWindowResize, false );
  128. }
  129. function onWindowResize() {
  130. camera.aspect = window.innerWidth / window.innerHeight;
  131. camera.updateProjectionMatrix();
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. }
  134. function animate() {
  135. requestAnimationFrame( animate );
  136. render();
  137. stats.update();
  138. }
  139. function render() {
  140. var time = Date.now() * 0.001;
  141. uniforms.amplitude.value = 1.0 + Math.sin( time * 0.5 );
  142. controls.update();
  143. renderer.render( scene, camera );
  144. }
  145. </script>
  146. </body>
  147. </html>