<!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>