webgl_geometry_colors_lookuptable.html 6.6 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. <style>
  8. body {
  9. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#000;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. a {
  25. color: red;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - lookuptable - vertex color values from a range of data values.<br />
  31. press A: change color map, press S: change numberOfColors, press D: toggle Legend on/off, press F: change Legend layout<br />
  32. </div>
  33. <div id="container"></div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/math/Lut.js"></script>
  36. <script src="js/WebGL.js"></script>
  37. <script src="js/libs/stats.min.js"></script>
  38. <script>
  39. if ( WEBGL.isWebGLAvailable() === false ) {
  40. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  41. }
  42. var container, stats;
  43. var camera, scene, renderer, lut, legendLayout;
  44. var mesh, material;
  45. var colorMap;
  46. var numberOfColors;
  47. var loader = new THREE.BufferGeometryLoader();
  48. init();
  49. animate();
  50. function init() {
  51. container = document.getElementById( 'container' );
  52. // SCENE
  53. scene = new THREE.Scene();
  54. scene.background = new THREE.Color( 0xffffff );
  55. // CAMERA
  56. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100 );
  57. camera.position.set( 0, 0, 10 );
  58. stats = new Stats();
  59. container.appendChild( stats.dom );
  60. // LIGHT
  61. var ambientLight = new THREE.AmbientLight( 0x444444 );
  62. scene.add( ambientLight );
  63. colorMap = 'rainbow';
  64. numberOfColors = 512;
  65. legendLayout = 'vertical';
  66. material = new THREE.MeshLambertMaterial( {
  67. side: THREE.DoubleSide,
  68. color: 0xF5F5F5,
  69. vertexColors: THREE.VertexColors
  70. } );
  71. loadModel( colorMap, numberOfColors, legendLayout );
  72. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
  73. directionalLight.position.set( 17, 9, 30 );
  74. scene.add( directionalLight );
  75. renderer = new THREE.WebGLRenderer( { antialias: true } );
  76. renderer.setPixelRatio( window.devicePixelRatio );
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. container.appendChild( renderer.domElement );
  79. window.addEventListener( 'resize', onWindowResize, false );
  80. window.addEventListener( 'keydown', onKeyDown, true);
  81. }
  82. function onWindowResize() {
  83. camera.aspect = window.innerWidth / window.innerHeight;
  84. camera.updateProjectionMatrix();
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. render();
  87. }
  88. function animate() {
  89. requestAnimationFrame( animate );
  90. render();
  91. stats.update();
  92. }
  93. function render() {
  94. if ( mesh !== undefined ) mesh.rotation.y += 0.01;
  95. renderer.render( scene, camera );
  96. }
  97. function loadModel ( colorMap, numberOfColors, legendLayout ) {
  98. loader.load( 'models/json/pressure.json', function( geometry ) {
  99. geometry.center();
  100. geometry.computeVertexNormals();
  101. var lutColors = [];
  102. lut = new THREE.Lut( colorMap, numberOfColors );
  103. lut.setMax( 2000 );
  104. lut.setMin( 0 );
  105. for ( var i = 0; i < geometry.attributes.pressure.array.length; i ++ ) {
  106. var colorValue = geometry.attributes.pressure.array[ i ];
  107. var color = lut.getColor( colorValue );
  108. if ( color === undefined ) {
  109. console.log( 'Unable to determine color for value:', colorValue );
  110. } else {
  111. lutColors[ 3 * i ] = color.r;
  112. lutColors[ 3 * i + 1 ] = color.g;
  113. lutColors[ 3 * i + 2 ] = color.b;
  114. }
  115. }
  116. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( lutColors, 3 ) );
  117. geometry.removeAttribute( 'pressure' );
  118. mesh = new THREE.Mesh( geometry, material );
  119. scene.add( mesh );
  120. if ( legendLayout ) {
  121. var legend;
  122. if ( legendLayout === 'horizontal' ) {
  123. legend = lut.setLegendOn( { 'layout':'horizontal', 'position': { 'x': 4, 'y': 0, 'z': 0 } } );
  124. } else {
  125. legend = lut.setLegendOn();
  126. }
  127. scene.add ( legend );
  128. var labels = lut.setLegendLabels( { 'title': 'Pressure', 'um': 'Pa', 'ticks': 5 } );
  129. scene.add ( labels['title'] );
  130. for ( var i = 0; i < Object.keys( labels[ 'ticks' ] ).length; i ++ ) {
  131. scene.add ( labels[ 'ticks' ][ i ] );
  132. scene.add ( labels[ 'lines' ][ i ] );
  133. }
  134. }
  135. } );
  136. }
  137. function cleanScene() {
  138. var elementsInTheScene = scene.children.length;
  139. for ( var i = elementsInTheScene - 1; i > 0; i -- ) {
  140. var child = scene.children[ i ];
  141. if ( ! child.isLight ) {
  142. scene.remove( child );
  143. if ( child.isMesh || child.isLine ) {
  144. child.geometry.dispose();
  145. child.material.dispose();
  146. if ( child.material.map ) child.material.map.dispose();
  147. } else if ( child.isSprite ) {
  148. child.material.dispose();
  149. if ( child.material.map ) child.material.map.dispose();
  150. }
  151. }
  152. }
  153. }
  154. function onKeyDown( e ) {
  155. var maps = [ 'rainbow', 'cooltowarm', 'blackbody', 'grayscale' ];
  156. var colorNumbers = [ '16', '128', '256', '512' ];
  157. if ( e.keyCode === 65 ) {
  158. cleanScene();
  159. var index = maps.indexOf( colorMap ) >= maps.length - 1 ? 0 : maps.indexOf( colorMap ) + 1;
  160. colorMap = maps [ index ];
  161. loadModel( colorMap, numberOfColors, legendLayout );
  162. } else if ( e.keyCode === 83 ) {
  163. cleanScene();
  164. var index = colorNumbers.indexOf( numberOfColors ) >= colorNumbers.length - 1 ? 0 : colorNumbers.indexOf( numberOfColors ) + 1;
  165. numberOfColors = colorNumbers [ index ];
  166. loadModel( colorMap , numberOfColors, legendLayout );
  167. } else if ( e.keyCode === 68 ) {
  168. if ( ! legendLayout ) {
  169. cleanScene();
  170. legendLayout = 'vertical';
  171. loadModel( colorMap , numberOfColors, legendLayout );
  172. } else {
  173. cleanScene();
  174. legendLayout = lut.setLegendOff();
  175. loadModel( colorMap , numberOfColors, legendLayout );
  176. }
  177. } else if ( e.keyCode === 70 ) {
  178. cleanScene();
  179. if ( ! legendLayout ) return false;
  180. lut.setLegendOff();
  181. if ( legendLayout === 'horizontal') {
  182. legendLayout = 'vertical';
  183. } else {
  184. legendLayout = 'horizontal';
  185. }
  186. loadModel( colorMap , numberOfColors, legendLayout );
  187. }
  188. }
  189. </script>
  190. </body>
  191. </html>