| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327 | <!DOCTYPE html><html lang="en">	<head>		<title>three.js webgl - vector - text</title>		<meta charset="utf-8">		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">		<link type="text/css" rel="stylesheet" href="main.css">		<style>			body {				background-color: #f0f0f0;				color: #444;			}			a {				color: #08f;			}		</style>	</head>	<body>		<div id="info">			<a href="https://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>.		</div>		<script type="x-shader/x-fragment" id="fs">			varying vec2 vUv;			varying float flip;			uniform vec3 color;			float inCurve(vec2 uv) {				return uv.x * uv.x - uv.y;			}			float delta = 0.1;			void main() {				float x = inCurve(vUv);				if (x * flip > 0.) discard;				gl_FragColor = vec4(color, 1.);			}		</script>		<script type="x-shader/x-vertex" id="vs">			varying vec2 vUv;			attribute float invert;			varying float flip;			void main() {				vUv = uv;				flip = invert;				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );				gl_Position = projectionMatrix * mvPosition;			}		</script>		<script type="module">			import * as THREE from '../build/three.module.js';			import Stats from './jsm/libs/stats.module.js';			import { OrbitControls } from './jsm/controls/OrbitControls.js';			let stats;			let camera, scene, renderer, controls;			let group;			const loader = new THREE.FontLoader();			loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {				init( font );				animate();			} );			function init( font ) {				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );				camera.position.set( 50, 100, 500 );				scene = new THREE.Scene();				scene.background = new THREE.Color( 0xf0f0f0 );				const theText = '&'; // i % & j b 8				group = new THREE.Group();				scene.add( group );				const textMaterial = new THREE.MeshBasicMaterial( {					color: new THREE.Color( 0, 0, 1 ),					side: THREE.DoubleSide,					wireframe: true				} );				const textShapes = font.generateShapes( theText, 180 );				let geometry = new THREE.ShapeBufferGeometry( textShapes );				let text = new THREE.Mesh( geometry, textMaterial );				text.position.x = - 200;				group.add( text );				//				let vA = new THREE.Vector2();				let vB = new THREE.Vector2();				function processShape( path ) {					const pts = []; // bigger area (convex hull)					const pts2 = []; // smaller area (full solid shapes)					const beziers = []; // quad bezier points					const invert = [];					let z;					let wind;					pts.push( path[ 0 ].getPoint( 0, new THREE.Vector2() ) );					pts2.push( path[ 0 ].getPoint( 0, new THREE.Vector2() ) );					for ( let i = 0; i < path.length; i ++ ) {						const curve = path[ i ];						if ( curve instanceof THREE.LineCurve ) {							pts.push( curve.v2 );							pts2.push( curve.v2 );						} else if ( curve instanceof THREE.QuadraticBezierCurve ) {							vA = vA.subVectors( curve.v1, curve.v0 );							vB = vB.subVectors( curve.v2, curve.v1 );							z = vA.x * vB.y - vA.y * vB.x; // z component of cross Production							wind = z < 0; // clockwise/anticlock wind							if ( wind ) {								pts.push( curve.v1 );								pts.push( curve.v2 );								pts2.push( curve.v2 );							} else {								pts.push( curve.v2 );								pts2.push( curve.v1 );								pts2.push( curve.v2 );							}							const flip = wind ? 1 : - 1;							// if (reverse) flip *= -1;							invert.push( flip, flip, flip );							beziers.push( curve.v0, curve.v1, curve.v2 );						}					}					return {						pts: pts,						pts2: pts2,						beziers: beziers,						invert: invert					};				}				let pts, pts2;				let subshape;				let convexhullShape;				let solidShape;				const convexhullShapeGroup = [];				const solidShapeGroup = [];				let beziers = [], invert = [];				let process;				let hole;				for ( let s = 0; s < textShapes.length; s ++ ) {					subshape = textShapes[ s ];					process = processShape( subshape.curves );					pts = process.pts;					pts2 = process.pts2;					beziers = beziers.concat( process.beziers );					invert = invert.concat( process.invert );					convexhullShape = new THREE.Shape( pts );					solidShape = new THREE.Shape( pts2 );					convexhullShapeGroup.push( convexhullShape );					solidShapeGroup.push( solidShape );					for ( let i = 0; i < subshape.holes.length; i ++ ) {						hole = subshape.holes[ i ];						process = processShape( hole.curves );						pts = process.pts;						pts2 = process.pts2;						beziers = beziers.concat( process.beziers );						invert = invert.concat( process.invert );						convexhullShape.holes.push( new THREE.Shape( pts ) );						solidShape.holes.push( new THREE.Shape( pts2 ) );					}				} // end of subshape				const bezierGeometry = new THREE.BufferGeometry();				const vertices = [];				const uvs = [];				for ( let i = 0; i < beziers.length; i ++ ) {					const p = beziers[ i ];					vertices.push( p.x, p.y, 0 );				}				for ( let i = 0; i < beziers.length; i += 3 ) {					uvs.push( 0, 0, 0.5, 0, 1, 1 );				}				bezierGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );				bezierGeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );				bezierGeometry.setAttribute( 'invert', new THREE.Float32BufferAttribute( invert, 1 ) );				geometry = new THREE.ShapeBufferGeometry( convexhullShapeGroup );				text = new THREE.Mesh( geometry, textMaterial );				text.position.x = 200;				group.add( text );				geometry = new THREE.ShapeBufferGeometry( solidShapeGroup );				text = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: new THREE.Color( 1, 0, 0 ), side: THREE.DoubleSide, wireframe: true } ) );				text.position.x = 200;				group.add( text );				//				const newMaterial = new THREE.ShaderMaterial( {					uniforms: {						color: { value: new THREE.Color( 0.45 * 0xffffff ) }					},					vertexShader: document.getElementById( 'vs' ).textContent,					fragmentShader: document.getElementById( 'fs' ).textContent,					side: THREE.DoubleSide				} );				text = new THREE.Mesh( bezierGeometry, newMaterial );				text.rotation.y = Math.PI * 2;				group.add( text );				//				geometry = new THREE.ShapeBufferGeometry( solidShapeGroup );				text = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0.45 * 0xffffff, side: THREE.DoubleSide } ) );				text.rotation.y = Math.PI * 2;				group.add( text );				//				renderer = new THREE.WebGLRenderer( { antialias: true } );				renderer.setPixelRatio( window.devicePixelRatio );				renderer.setSize( window.innerWidth, window.innerHeight );				document.body.appendChild( renderer.domElement );				controls = new OrbitControls( camera, renderer.domElement );				controls.target.set( 50, 100, 0 );				controls.update();				stats = new Stats();				document.body.appendChild( stats.dom );				window.addEventListener( 'resize', onWindowResize, false );			}			function onWindowResize() {				camera.aspect = window.innerWidth / window.innerHeight;				camera.updateProjectionMatrix();				renderer.setSize( window.innerWidth, window.innerHeight );			}			//			function animate() {				requestAnimationFrame( animate );				render();				stats.update();			}			function render() {				renderer.render( scene, camera );			}		</script>	</body></html>
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