webgl_materials_wireframe.html 3.9 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. <style>
  8. body {
  9. margin: 0px;
  10. background-color: #000000;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/three.js"></script>
  17. <script type="x-shader/x-vertex" id="vertexShader">
  18. attribute vec3 center;
  19. varying vec3 vCenter;
  20. void main() {
  21. vCenter = center;
  22. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  23. }
  24. </script>
  25. <script type="x-shader/x-fragment" id="fragmentShader">
  26. varying vec3 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. void main() {
  33. gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), edgeFactorTri() );
  34. gl_FragColor.a = 1.0;
  35. }
  36. </script>
  37. <script>
  38. var camera, scene, renderer;
  39. init();
  40. animate();
  41. function init() {
  42. var geometry, material, mesh;
  43. var size = 150;
  44. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  45. camera.position.z = 800;
  46. scene = new THREE.Scene();
  47. //
  48. geometry = new THREE.BoxBufferGeometry( size, size, size );
  49. material = new THREE.MeshBasicMaterial( { wireframe: true } );
  50. mesh = new THREE.Mesh( geometry, material );
  51. mesh.position.x = -150;
  52. scene.add( mesh );
  53. //
  54. geometry = new THREE.BoxBufferGeometry( size, size, size );
  55. geometry = geometry.toNonIndexed();
  56. setupAttributes( geometry );
  57. material = new THREE.ShaderMaterial( {
  58. uniforms: {},
  59. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  60. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  61. } );
  62. material.extensions.derivatives = true;
  63. mesh = new THREE.Mesh( geometry, material );
  64. mesh.position.x = 150;
  65. scene.add( mesh );
  66. //
  67. geometry = new THREE.SphereBufferGeometry( size / 2, 32, 16 );
  68. geometry = geometry.toNonIndexed();
  69. setupAttributes( geometry );
  70. material = new THREE.ShaderMaterial( {
  71. uniforms: {},
  72. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  73. fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  74. } );
  75. material.extensions.derivatives = true;
  76. mesh = new THREE.Mesh( geometry, material );
  77. mesh.position.x = -150;
  78. scene.add( mesh );
  79. // renderer
  80. renderer = new THREE.WebGLRenderer( { antialias: true } );
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. document.body.appendChild( renderer.domElement );
  84. // events
  85. window.addEventListener( 'resize', onWindowResize, false );
  86. }
  87. function setupAttributes( geometry ) {
  88. // TODO: Bring back quads
  89. var vectors = [
  90. new THREE.Vector3( 1, 0, 0 ),
  91. new THREE.Vector3( 0, 1, 0 ),
  92. new THREE.Vector3( 0, 0, 1 )
  93. ];
  94. var position = geometry.attributes.position;
  95. var centers = new Float32Array( position.count * 3 );
  96. for ( var i = 0, l = position.count; i < l; i ++ ) {
  97. vectors[ i % 3 ].toArray( centers, i * 3 );
  98. }
  99. geometry.addAttribute( 'center', new THREE.BufferAttribute( centers, 3 ) );
  100. }
  101. function onWindowResize() {
  102. camera.aspect = window.innerWidth / window.innerHeight;
  103. camera.updateProjectionMatrix();
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. }
  106. function animate() {
  107. requestAnimationFrame( animate );
  108. for ( var i = 0; i < scene.children.length; i ++ ) {
  109. var object = scene.children[ i ];
  110. object.rotation.x += 0.005;
  111. object.rotation.y += 0.01;
  112. }
  113. renderer.render( scene, camera );
  114. }
  115. </script>
  116. </body>
  117. </html>