<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - modifier - tessellation</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				color: #fff;
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
				z-index:100;
			}

			a { color: red }

			#stats { position: absolute; top:0; left: 0 }
			#stats #fps { background: transparent !important }
			#stats #fps #fpsText { color: #777 !important }
			#stats #fps #fpsGraph { display: none }
		</style>
	</head>

	<body>
		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - modifier tessellation</div>
		<div id="container"></div>

		<script src="../build/three.min.js"></script>

		<script src="js/controls/TrackballControls.js"></script>

		<script src="js/modifiers/ExplodeModifier.js"></script>
		<script src="js/modifiers/TessellateModifier.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script src="fonts/helvetiker_bold.typeface.js"></script>

		<script type="x-shader/x-vertex" id="vertexshader">

			uniform float amplitude;

			attribute vec3 customColor;
			attribute vec3 displacement;

			varying vec3 vNormal;
			varying vec3 vColor;

			void main() {

				vNormal = normal;
				vColor = customColor;

				vec3 newPosition = position + amplitude * displacement;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );

			}

		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">

			varying vec3 vNormal;
			varying vec3 vColor;

			void main() {

				const float ambient = 0.005;

				vec3 light = vec3( 1.0 );
				light = normalize( light );

				float directional = max( dot( vNormal, light ), 0.0 );

				gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
				gl_FragColor.xyz = sqrt( gl_FragColor.xyz );

			}

		</script>


		<script>

		if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

		var renderer, scene, camera, stats;

		var mesh, uniforms, attributes;

		var WIDTH = window.innerWidth,
			HEIGHT = window.innerHeight;

		init();
		animate();

		function init() {

			camera = new THREE.PerspectiveCamera( 25, WIDTH / HEIGHT, 1, 10000 );
			camera.position.z = 350;

			controls = new THREE.TrackballControls( camera );

			scene = new THREE.Scene();

			//

			attributes = {

				displacement: {	type: 'v3', value: [] },
				customColor:  {	type: 'c', value: [] }

			};

			uniforms = {

				amplitude: { type: "f", value: 0.0 }

			};

			var shaderMaterial = new THREE.ShaderMaterial( {

				uniforms: 		uniforms,
				attributes:     attributes,
				vertexShader:   document.getElementById( 'vertexshader' ).textContent,
				fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
				shading: 		THREE.FlatShading,
				side: 			THREE.DoubleSide

			});


			var geometry = new THREE.TextGeometry( "THREE.JS", {

				size: 40,
				height: 5,
				curveSegments: 3,

				font: "helvetiker",
				weight: "bold",
				style: "normal",

				bevelThickness: 2,
				bevelSize: 1,
				bevelEnabled: true

			});

			geometry.dynamic = true;

			geometry.center();

			var tessellateModifier = new THREE.TessellateModifier( 8 );

			for ( var i = 0; i < 6; i ++ ) {

				tessellateModifier.modify( geometry );

			}

			var explodeModifier = new THREE.ExplodeModifier();
			explodeModifier.modify( geometry );

			var vertices = geometry.vertices;

			var colors = attributes.customColor.value;
			var displacement = attributes.displacement.value;

			var nv, v = 0;

			for ( var f = 0; f < geometry.faces.length; f ++ ) {

				var face = geometry.faces[ f ];

				if ( face instanceof THREE.Face3 ) {

					nv = 3;

				} else {

					nv = 4;

				}

				var h = 0.15 * Math.random();
				var s = 0.5 + 0.5 * Math.random();
				var l = 0.5 + 0.5 * Math.random();

				var d = 10 * ( 0.5 - Math.random() );

				var x = 2 * ( 0.5 - Math.random() );
				var y = 2 * ( 0.5 - Math.random() );
				var z = 2 * ( 0.5 - Math.random() );

				for ( var i = 0; i < nv; i ++ ) {

					colors[ v ] = new THREE.Color();
					displacement[ v ] = new THREE.Vector3();

					colors[ v ].setHSL( h, s, l );
					colors[ v ].convertGammaToLinear();

					displacement[ v ].set( x, y, z );

					v += 1;

				}

			}

			console.log( "faces", geometry.faces.length );

			mesh = new THREE.Mesh( geometry, shaderMaterial );
			mesh.rotation.set( 0.5, 0.5, 0 );

			scene.add( mesh );

			renderer = new THREE.WebGLRenderer( { antialias: true } );
			renderer.setClearColor( 0x050505 );
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( WIDTH, HEIGHT );

			var container = document.getElementById( 'container' );
			container.appendChild( renderer.domElement );

			stats = new Stats();
			container.appendChild( stats.domElement );

			//

			window.addEventListener( 'resize', onWindowResize, false );

		}

		function onWindowResize() {

			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();

			renderer.setSize( window.innerWidth, window.innerHeight );

		}

		function animate() {

			requestAnimationFrame( animate );

			render();
			stats.update();

		}

		function render() {

			var time = Date.now() * 0.001;

			uniforms.amplitude.value = Math.sin( time * 0.5 );

			controls.update();
			renderer.render( scene, camera );

		}


	</script>

</body>

</html>