webgl_materials_wireframe.html 5.5 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. <style>
  7. body {
  8. margin: 0px;
  9. background-color: #000000;
  10. overflow: hidden;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <script src="../build/three.min.js"></script>
  16. <script type="x-shader/x-vertex" id="vertexShader">
  17. attribute vec4 center;
  18. varying vec4 vCenter;
  19. void main() {
  20. vCenter = center;
  21. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  22. }
  23. </script>
  24. <script type="x-shader/x-fragment" id="fragmentShader">
  25. #extension GL_OES_standard_derivatives : enable
  26. varying vec4 vCenter;
  27. float edgeFactorTri() {
  28. vec3 d = fwidth( vCenter.xyz );
  29. vec3 a3 = smoothstep( vec3( 0.0 ), d * 1.5, vCenter.xyz );
  30. return min( min( a3.x, a3.y ), a3.z );
  31. }
  32. float edgeFactorQuad1() {
  33. vec2 d = fwidth( vCenter.xy );
  34. vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, vCenter.xy );
  35. return min( a2.x, a2.y );
  36. }
  37. float edgeFactorQuad2() {
  38. vec2 d = fwidth( 1.0 - vCenter.xy );
  39. vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, 1.0 - vCenter.xy );
  40. return min( a2.x, a2.y );
  41. }
  42. void main() {
  43. if ( vCenter.w == 0.0 ) {
  44. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), edgeFactorTri() );
  45. } else {
  46. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), min( edgeFactorQuad1(), edgeFactorQuad2() ) );
  47. }
  48. gl_FragColor.a = 1.0;
  49. }
  50. </script>
  51. <script>
  52. var camera, scene, renderer;
  53. var meshTris, meshQuads, meshLines, meshMixed;
  54. init();
  55. animate();
  56. function init() {
  57. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  58. camera.position.z = 800;
  59. scene = new THREE.Scene();
  60. var size = 150;
  61. var geometryLines = new THREE.CubeGeometry( size, size, size );
  62. var geometryQuads = new THREE.CubeGeometry( size, size, size );
  63. var geometryTris = new THREE.CubeGeometry( size, size, size );
  64. THREE.GeometryUtils.triangulateQuads( geometryTris );
  65. // wireframe using gl.LINES
  66. var materialLines = new THREE.MeshBasicMaterial( { wireframe: true } );
  67. meshLines = new THREE.Mesh( geometryLines, materialLines );
  68. meshLines.position.x = 0;
  69. scene.add( meshLines );
  70. //
  71. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  72. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  73. // wireframe using gl.TRIANGLES (interpreted as quads)
  74. var attributesQuads = { center: { type: 'v4', boundTo: 'faceVertices', value: [] } };
  75. var valuesQuads = attributesQuads.center.value;
  76. setupAttributes( geometryQuads, valuesQuads );
  77. var materialQuads = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesQuads, vertexShader: vertexShader, fragmentShader: fragmentShader } );
  78. meshQuads = new THREE.Mesh( geometryQuads, materialQuads );
  79. meshQuads.position.x = 300;
  80. scene.add( meshQuads );
  81. // wireframe using gl.TRIANGLES (interpreted as triangles)
  82. var attributesTris = { center: { type: 'v4', boundTo: 'faceVertices', value: [] } };
  83. var valuesTris = attributesTris.center.value;
  84. setupAttributes( geometryTris, valuesTris );
  85. var materialTris = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesTris, vertexShader: vertexShader, fragmentShader: fragmentShader } );
  86. meshTris = new THREE.Mesh( geometryTris, materialTris );
  87. meshTris.position.x = -300;
  88. scene.add( meshTris );
  89. // wireframe using gl.TRIANGLES (mixed triangles and quads)
  90. var mixedGeometry = new THREE.SphereGeometry( size / 2, 32, 16 );
  91. var attributesMixed = { center: { type: 'v4', boundTo: 'faceVertices', value: [] } };
  92. var valuesMixed = attributesMixed.center.value;
  93. setupAttributes( mixedGeometry, valuesMixed );
  94. var materialMixed = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesMixed, vertexShader: vertexShader, fragmentShader: fragmentShader } );
  95. meshMixed = new THREE.Mesh( mixedGeometry, materialMixed );
  96. meshMixed.position.x = 0;
  97. scene.add( meshMixed );
  98. // renderer
  99. renderer = new THREE.WebGLRenderer( { antialias: true } );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. document.body.appendChild( renderer.domElement );
  102. // events
  103. window.addEventListener( 'resize', onWindowResize, false );
  104. }
  105. function setupAttributes( geometry, values ) {
  106. for( var f = 0; f < geometry.faces.length; f ++ ) {
  107. var face = geometry.faces[ f ];
  108. if ( face instanceof THREE.Face3 ) {
  109. values[ f ] = [ new THREE.Vector4( 1, 0, 0, 0 ), new THREE.Vector4( 0, 1, 0, 0 ), new THREE.Vector4( 0, 0, 1, 0 ) ];
  110. } else {
  111. values[ f ] = [ new THREE.Vector4( 1, 0, 0, 1 ), new THREE.Vector4( 1, 1, 0, 1 ), new THREE.Vector4( 0, 1, 0, 1 ), new THREE.Vector4( 0, 0, 0, 1 ) ];
  112. }
  113. }
  114. }
  115. function onWindowResize() {
  116. camera.aspect = window.innerWidth / window.innerHeight;
  117. camera.updateProjectionMatrix();
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. }
  120. function animate() {
  121. requestAnimationFrame( animate );
  122. meshLines.rotation.x += 0.005;
  123. meshLines.rotation.y += 0.01;
  124. meshQuads.rotation.x += 0.005;
  125. meshQuads.rotation.y += 0.01;
  126. meshTris.rotation.x += 0.005;
  127. meshTris.rotation.y += 0.01;
  128. if ( meshMixed ) {
  129. meshMixed.rotation.x += 0.005;
  130. meshMixed.rotation.y += 0.01;
  131. }
  132. renderer.render( scene, camera );
  133. }
  134. </script>
  135. </body>
  136. </html>