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