webgl_shaders_vector.html 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - vector - text</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. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <div id="info">
  24. <a href="http://threejs.org" target="_blank">three.js</a> webgl - Resolution-Independent Vector Fonts. <a href="https://github.com/mrdoob/three.js/issues/4746">info</a>.
  25. </div>
  26. <script src="../build/three.min.js"></script>
  27. <script src="./js/controls/OrbitControls.js"></script>
  28. <script src="js/libs/stats.min.js"></script>
  29. <script src="js/geometries/TextGeometry.js"></script>
  30. <script src="js/utils/FontUtils.js"></script>
  31. <script src="fonts/helvetiker_regular.typeface.js"></script>
  32. <script type="x-shader/x-fragment" id="fs">
  33. varying vec2 vUv;
  34. varying float flip;
  35. uniform vec3 color;
  36. float inCurve(vec2 uv) {
  37. return uv.x * uv.x - uv.y;
  38. }
  39. float delta = 0.1;
  40. void main() {
  41. float x = inCurve(vUv);
  42. if (x * flip > 0.) discard;
  43. gl_FragColor = vec4(color, 1.);
  44. }
  45. </script>
  46. <script type="x-shader/x-vertex" id="vs">
  47. varying vec2 vUv;
  48. attribute float invert;
  49. varying float flip;
  50. void main() {
  51. vUv = uv;
  52. flip = invert;
  53. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  54. gl_Position = projectionMatrix * mvPosition;
  55. }
  56. </script>
  57. <script>
  58. var stats;
  59. var camera, scene, renderer, controls;
  60. var group, text;
  61. var t = false;
  62. function toggle() {
  63. if ( t ) {
  64. text2.visible = 0;
  65. text1.visible = 1;
  66. } else {
  67. text2.visible = 1;
  68. text1.visible = 0;
  69. }
  70. t = !t;
  71. }
  72. init();
  73. animate();
  74. function init() {
  75. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  76. camera.position.set( 0, 100, 500 );
  77. controls = new THREE.OrbitControls( camera );
  78. controls.center.set( 0, 100, 0 );
  79. scene = new THREE.Scene();
  80. var theText = "&"; // i % & j b 8
  81. var options = {
  82. size: 180,
  83. height: 20,
  84. curveSegments: 2,
  85. font: "helvetiker",
  86. bevelEnabled: false
  87. };
  88. group = new THREE.Group();
  89. scene.add( group );
  90. var textMaterial = new THREE.MeshBasicMaterial( {
  91. color: new THREE.Color(0, 0, 1 ),
  92. side: THREE.DoubleSide,
  93. wireframe: true
  94. } );
  95. textShapes = THREE.FontUtils.generateShapes( theText, options );
  96. text3d = new THREE.ShapeGeometry( textShapes );
  97. text3d.computeBoundingBox();
  98. var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
  99. text = new THREE.Mesh( text3d, textMaterial );
  100. text.position.x = centerOffset - 150;
  101. group.add( text );
  102. //
  103. vA = new THREE.Vector2();
  104. vB = new THREE.Vector2();
  105. vDot = new THREE.Vector2();
  106. function processShape(path, reverse) {
  107. var pts = []; // bigger area (convex hull)
  108. var pts2 = []; // smaller area (full solid shapes)
  109. var beziers = []; // quad bezier points
  110. var invert = [];
  111. var z;
  112. var wind;
  113. pts.push( path[0].getPoint(0) );
  114. pts2.push( path[0].getPoint(0) );
  115. for (var i=0; i < path.length; i++) {
  116. curve = path[i];
  117. if (curve instanceof THREE.LineCurve) {
  118. pts.push( curve.v2 );
  119. pts2.push( curve.v2 );
  120. } else if (curve instanceof THREE.QuadraticBezierCurve) {
  121. vA = vA.subVectors( curve.v1, curve.v0 ); // .normalize()
  122. vB = vB.subVectors( curve.v2, curve.v1 );
  123. z = vA.x * vB.y - vA.y * vB.x; // z component of cross Production
  124. wind = z < 0; // clockwise/anticlock wind
  125. // if (reverse) wind = !wind;
  126. // console.log(z, wind , wind ? 'clockwise' : 'anti');
  127. if (wind) {
  128. pts.push( curve.v1 );
  129. pts.push( curve.v2 );
  130. pts2.push( curve.v2 );
  131. } else {
  132. pts.push( curve.v2 );
  133. pts2.push( curve.v1 );
  134. pts2.push( curve.v2 );
  135. }
  136. var flip = wind ? 1 : -1;
  137. // if (reverse) flip *= -1;
  138. invert.push(flip, flip, flip);
  139. beziers.push( curve.v0, curve.v1, curve.v2);
  140. }
  141. }
  142. return {
  143. pts: pts,
  144. pts2: pts2,
  145. beziers: beziers,
  146. invert: invert
  147. };
  148. }
  149. var subshape;
  150. var convexhullShapeGroup = [];
  151. var solidShapeGroup = [];
  152. var beziers = [], invert = [];
  153. for (var s=0;s<textShapes.length;s++) {
  154. subshape = textShapes[s];
  155. var process = processShape(subshape.curves);
  156. pts = process.pts;
  157. pts2 = process.pts2;
  158. beziers = beziers.concat(process.beziers);
  159. invert = invert.concat(process.invert);
  160. convexhullShape = new THREE.Shape( pts );
  161. solidShape = new THREE.Shape( pts2 );
  162. convexhullShapeGroup.push( convexhullShape );
  163. solidShapeGroup.push( solidShape );
  164. for (var i=0; i<subshape.holes.length;i++) {
  165. hole = subshape.holes[i];
  166. // console.log('hole', hole);
  167. process = processShape(hole.curves, true);
  168. pts = process.pts;
  169. pts2 = process.pts2;
  170. beziers = beziers.concat(process.beziers);
  171. invert = invert.concat(process.invert);
  172. convexhullShape.holes.push(new THREE.Shape(pts));
  173. solidShape.holes.push(new THREE.Shape(pts2));
  174. }
  175. } // end of subshape
  176. bezierGeometry = new THREE.Geometry();
  177. for (var i=0;i<beziers.length;i++) {
  178. p = beziers[i];
  179. bezierGeometry.vertices.push( new THREE.Vector3(p.x, p.y, 0) );
  180. }
  181. for (i=0;i<beziers.length;i+=3) {
  182. bezierGeometry.faces.push( new THREE.Face3(i, i+1, i+2) );
  183. bezierGeometry.faceVertexUvs[0].push( [
  184. new THREE.Vector2(0, 0),
  185. new THREE.Vector2(0.5, 0),
  186. new THREE.Vector2(1, 1)
  187. ] );
  188. }
  189. text3d = new THREE.ShapeGeometry( convexhullShapeGroup );
  190. text3d.computeBoundingBox();
  191. var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
  192. text1 = new THREE.Mesh( text3d, textMaterial );
  193. text1.position.x = centerOffset + 150;
  194. group.add( text1 );
  195. text3d = new THREE.ShapeGeometry( solidShapeGroup );
  196. text3d.computeBoundingBox();
  197. var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
  198. text2 = new THREE.Mesh( text3d, new THREE.MeshBasicMaterial( { color: new THREE.Color(1, 0, 0 ), side: THREE.DoubleSide, wireframe: true } ) );
  199. text2.position.x = centerOffset + 150;
  200. group.add( text2 );
  201. //
  202. bezierGeometry.computeBoundingBox();
  203. bezierGeometry.computeFaceNormals();
  204. bezierGeometry.computeVertexNormals();
  205. bezierGeometry = new THREE.BufferGeometry().fromGeometry( bezierGeometry );
  206. bezierGeometry.addAttribute( 'invert', new THREE.Float32Attribute( invert, 1 ) );
  207. //
  208. newMaterial = new THREE.ShaderMaterial({
  209. uniforms: {
  210. color: { type: 'c', value: new THREE.Color(0.45 * 0xffffff) }
  211. },
  212. vertexShader: document.getElementById( 'vs' ).textContent,
  213. fragmentShader: document.getElementById( 'fs' ).textContent,
  214. side: THREE.DoubleSide
  215. });
  216. text = new THREE.Mesh( bezierGeometry, newMaterial );
  217. text.position.x = centerOffset;
  218. text.position.y = 0;
  219. text.position.z = 0;
  220. text.rotation.x = 0;
  221. text.rotation.y = Math.PI * 2;
  222. group.add( text );
  223. //
  224. text3d = new THREE.ShapeGeometry( solidShapeGroup );
  225. text3d.computeBoundingBox();
  226. text = new THREE.Mesh( text3d, new THREE.MeshBasicMaterial( { color: 0.45 * 0xffffff, side: THREE.DoubleSide } ) );
  227. text.position.x = centerOffset;
  228. text.position.y = 0;
  229. text.position.z = 0;
  230. text.rotation.x = 0;
  231. text.rotation.y = Math.PI * 2;
  232. group.add( text );
  233. //
  234. renderer = new THREE.WebGLRenderer( { antialias: true } );
  235. renderer.setClearColor( 0xf0f0f0 );
  236. renderer.setPixelRatio( window.devicePixelRatio );
  237. renderer.setSize( window.innerWidth, window.innerHeight );
  238. document.body.appendChild( renderer.domElement );
  239. stats = new Stats();
  240. stats.domElement.style.position = 'absolute';
  241. stats.domElement.style.top = '0px';
  242. document.body.appendChild( stats.domElement );
  243. document.addEventListener( 'mousedown', toggle, false );
  244. window.addEventListener( 'resize', onWindowResize, false );
  245. }
  246. function onWindowResize() {
  247. camera.aspect = window.innerWidth / window.innerHeight;
  248. camera.updateProjectionMatrix();
  249. renderer.setSize( window.innerWidth, window.innerHeight );
  250. }
  251. //
  252. function animate() {
  253. requestAnimationFrame( animate );
  254. render();
  255. stats.update();
  256. }
  257. function render() {
  258. controls.update();
  259. renderer.render( scene, camera );
  260. }
  261. </script>
  262. </body>
  263. </html>