webgl_geometry_tessellation.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - 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. <style>
  8. body {
  9. color: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. z-index:100;
  24. }
  25. a { color: red }
  26. #stats { position: absolute; top:0; left: 0 }
  27. #stats #fps { background: transparent !important }
  28. #stats #fps #fpsText { color: #777 !important }
  29. #stats #fps #fpsGraph { display: none }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - geometry tessellation example</div>
  34. <div id="container"></div>
  35. <script src="../build/three.min.js"></script>
  36. <script src="js/controls/TrackballControls.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script src="fonts/helvetiker_bold.typeface.js"></script>
  40. <script type="x-shader/x-vertex" id="vertexshader">
  41. uniform float amplitude;
  42. attribute vec3 customColor;
  43. attribute vec3 displacement;
  44. varying vec3 vNormal;
  45. varying vec3 vColor;
  46. void main() {
  47. vNormal = normal;
  48. vColor = customColor;
  49. vec3 newPosition = position + amplitude * displacement;
  50. gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
  51. }
  52. </script>
  53. <script type="x-shader/x-fragment" id="fragmentshader">
  54. varying vec3 vNormal;
  55. varying vec3 vColor;
  56. void main() {
  57. const float ambient = 0.005;
  58. vec3 light = vec3( 1.0 );
  59. light = normalize( light );
  60. float directional = max( dot( vNormal, light ), 0.0 );
  61. gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
  62. gl_FragColor.xyz = sqrt( gl_FragColor.xyz );
  63. }
  64. </script>
  65. <script>
  66. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  67. var renderer, scene, camera, stats;
  68. var mesh, uniforms, attributes;
  69. var WIDTH = window.innerWidth,
  70. HEIGHT = window.innerHeight;
  71. init();
  72. animate();
  73. function init() {
  74. camera = new THREE.PerspectiveCamera( 25, WIDTH / HEIGHT, 1, 10000 );
  75. camera.position.z = 350;
  76. controls = new THREE.TrackballControls( camera );
  77. scene = new THREE.Scene();
  78. //
  79. attributes = {
  80. displacement: { type: 'v3', value: [] },
  81. customColor: { type: 'c', value: [] }
  82. };
  83. uniforms = {
  84. amplitude: { type: "f", value: 0.0 }
  85. };
  86. var shaderMaterial = new THREE.ShaderMaterial( {
  87. uniforms: uniforms,
  88. attributes: attributes,
  89. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  90. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  91. shading: THREE.FlatShading,
  92. side: THREE.DoubleSide
  93. });
  94. var geometry = new THREE.TextGeometry( "THREE.JS", {
  95. size: 40,
  96. height: 5,
  97. curveSegments: 3,
  98. font: "helvetiker",
  99. weight: "bold",
  100. style: "normal",
  101. bevelThickness: 2,
  102. bevelSize: 1,
  103. bevelEnabled: true
  104. });
  105. geometry.dynamic = true;
  106. THREE.GeometryUtils.center( geometry );
  107. var i, n = 6, maxEdgeLength = 4;
  108. for ( i = 0; i < n; i ++ ) THREE.GeometryUtils.tessellate( geometry, maxEdgeLength );
  109. THREE.GeometryUtils.explode( geometry );
  110. var vertices = geometry.vertices;
  111. var colors = attributes.customColor.value;
  112. var displacement = attributes.displacement.value;
  113. var h, d, x, y, z;
  114. var nv, v = 0;
  115. for( var f = 0; f < geometry.faces.length; f ++ ) {
  116. var face = geometry.faces[ f ];
  117. if ( face instanceof THREE.Face3 ) {
  118. nv = 3;
  119. } else {
  120. nv = 4;
  121. }
  122. h = 0.15 * Math.random();
  123. s = 0.7 * Math.random();
  124. d = 10 * ( 0.5 - Math.random() );
  125. x = 2 * ( 0.5 - Math.random() );
  126. y = 2 * ( 0.5 - Math.random() );
  127. z = 2 * ( 0.5 - Math.random() );
  128. for ( var i = 0; i < nv; i ++ ) {
  129. colors[ v ] = new THREE.Color();
  130. displacement[ v ] = new THREE.Vector3();
  131. colors[ v ].setHSV( h, s, 1 );
  132. colors[ v ].convertGammaToLinear();
  133. displacement[ v ].set( x, y, z );
  134. v += 1;
  135. }
  136. }
  137. console.log( "faces", geometry.faces.length );
  138. mesh = new THREE.Mesh( geometry, shaderMaterial );
  139. mesh.rotation.set( 0.5, 0.5, 0 );
  140. scene.add( mesh );
  141. renderer = new THREE.WebGLRenderer( { clearColor: 0x050505, clearAlpha: 1, antialias: true } );
  142. renderer.setSize( WIDTH, HEIGHT );
  143. var container = document.getElementById( 'container' );
  144. container.appendChild( renderer.domElement );
  145. stats = new Stats();
  146. container.appendChild( stats.domElement );
  147. //
  148. window.addEventListener( 'resize', onWindowResize, false );
  149. }
  150. function onWindowResize() {
  151. camera.aspect = window.innerWidth / window.innerHeight;
  152. camera.updateProjectionMatrix();
  153. renderer.setSize( window.innerWidth, window.innerHeight );
  154. }
  155. function animate() {
  156. requestAnimationFrame( animate );
  157. render();
  158. stats.update();
  159. }
  160. function render() {
  161. var time = Date.now() * 0.001;
  162. uniforms.amplitude.value = 0.125 * Math.sin( time * 0.5 );
  163. controls.update();
  164. renderer.render( scene, camera );
  165. }
  166. </script>
  167. </body>
  168. </html>