webgl_materials_wireframe.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - wireframe</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">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl wireframe demo
  12. </div>
  13. <script type="x-shader/x-vertex" id="vertexShader">
  14. attribute vec3 center;
  15. varying vec3 vCenter;
  16. void main() {
  17. vCenter = center;
  18. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  19. }
  20. </script>
  21. <script type="x-shader/x-fragment" id="fragmentShader">
  22. varying vec3 vCenter;
  23. float edgeFactorTri() {
  24. vec3 d = fwidth( vCenter.xyz );
  25. vec3 a3 = smoothstep( vec3( 0.0 ), d * 1.5, vCenter.xyz );
  26. return min( min( a3.x, a3.y ), a3.z );
  27. }
  28. void main() {
  29. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), edgeFactorTri() );
  30. gl_FragColor.a = 1.0;
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from '../build/three.module.js';
  35. var camera, scene, renderer;
  36. init();
  37. animate();
  38. function init() {
  39. var geometry, material, mesh;
  40. var size = 150;
  41. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  42. camera.position.z = 800;
  43. scene = new THREE.Scene();
  44. //
  45. geometry = new THREE.BoxBufferGeometry( size, size, size );
  46. material = new THREE.MeshBasicMaterial( { wireframe: true } );
  47. mesh = new THREE.Mesh( geometry, material );
  48. mesh.position.x = - 150;
  49. scene.add( mesh );
  50. //
  51. geometry = new THREE.BoxBufferGeometry( size, size, size );
  52. geometry = geometry.toNonIndexed();
  53. setupAttributes( geometry );
  54. material = new THREE.ShaderMaterial( {
  55. uniforms: {},
  56. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  57. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  58. } );
  59. material.extensions.derivatives = true;
  60. mesh = new THREE.Mesh( geometry, material );
  61. mesh.position.x = 150;
  62. scene.add( mesh );
  63. //
  64. geometry = new THREE.SphereBufferGeometry( size / 2, 32, 16 );
  65. geometry = geometry.toNonIndexed();
  66. setupAttributes( geometry );
  67. material = new THREE.ShaderMaterial( {
  68. uniforms: {},
  69. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  70. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  71. } );
  72. material.extensions.derivatives = true;
  73. mesh = new THREE.Mesh( geometry, material );
  74. mesh.position.x = - 150;
  75. scene.add( mesh );
  76. // renderer
  77. renderer = new THREE.WebGLRenderer( { antialias: true } );
  78. renderer.setPixelRatio( window.devicePixelRatio );
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. document.body.appendChild( renderer.domElement );
  81. // events
  82. window.addEventListener( 'resize', onWindowResize, false );
  83. }
  84. function setupAttributes( geometry ) {
  85. // TODO: Bring back quads
  86. var vectors = [
  87. new THREE.Vector3( 1, 0, 0 ),
  88. new THREE.Vector3( 0, 1, 0 ),
  89. new THREE.Vector3( 0, 0, 1 )
  90. ];
  91. var position = geometry.attributes.position;
  92. var centers = new Float32Array( position.count * 3 );
  93. for ( var i = 0, l = position.count; i < l; i ++ ) {
  94. vectors[ i % 3 ].toArray( centers, i * 3 );
  95. }
  96. geometry.addAttribute( 'center', new THREE.BufferAttribute( centers, 3 ) );
  97. }
  98. function onWindowResize() {
  99. camera.aspect = window.innerWidth / window.innerHeight;
  100. camera.updateProjectionMatrix();
  101. renderer.setSize( window.innerWidth, window.innerHeight );
  102. }
  103. function animate() {
  104. requestAnimationFrame( animate );
  105. for ( var i = 0; i < scene.children.length; i ++ ) {
  106. var object = scene.children[ i ];
  107. object.rotation.x += 0.005;
  108. object.rotation.y += 0.01;
  109. }
  110. renderer.render( scene, camera );
  111. }
  112. </script>
  113. </body>
  114. </html>