mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
283 lines
5.8 KiB
HTML
Executable File
283 lines
5.8 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - modifier - tessellation</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #ffffff;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color: #fff;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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z-index:100;
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}
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a { color: red }
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #777 !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - modifier tessellation</div>
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<div id="container"></div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/TrackballControls.js"></script>
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<script src="js/modifiers/ExplodeModifier.js"></script>
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<script src="js/modifiers/TessellateModifier.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="fonts/helvetiker_bold.typeface.js"></script>
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<script type="x-shader/x-vertex" id="vertexshader">
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uniform float amplitude;
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attribute vec3 customColor;
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attribute vec3 displacement;
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varying vec3 vNormal;
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varying vec3 vColor;
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void main() {
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vNormal = normal;
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vColor = customColor;
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vec3 newPosition = position + amplitude * displacement;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
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}
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</script>
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<script type="x-shader/x-fragment" id="fragmentshader">
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varying vec3 vNormal;
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varying vec3 vColor;
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void main() {
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const float ambient = 0.005;
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vec3 light = vec3( 1.0 );
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light = normalize( light );
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float directional = max( dot( vNormal, light ), 0.0 );
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gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
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gl_FragColor.xyz = sqrt( gl_FragColor.xyz );
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}
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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var renderer, scene, camera, stats;
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var mesh, uniforms, attributes;
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var WIDTH = window.innerWidth,
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HEIGHT = window.innerHeight;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 25, WIDTH / HEIGHT, 1, 10000 );
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camera.position.z = 350;
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controls = new THREE.TrackballControls( camera );
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scene = new THREE.Scene();
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//
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attributes = {
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displacement: { type: 'v3', value: [] },
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customColor: { type: 'c', value: [] }
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};
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uniforms = {
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amplitude: { type: "f", value: 0.0 }
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};
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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attributes: attributes,
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vertexShader: document.getElementById( 'vertexshader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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shading: THREE.FlatShading,
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side: THREE.DoubleSide
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});
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var geometry = new THREE.TextGeometry( "THREE.JS", {
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size: 40,
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height: 5,
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curveSegments: 3,
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font: "helvetiker",
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weight: "bold",
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style: "normal",
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bevelThickness: 2,
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bevelSize: 1,
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bevelEnabled: true
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});
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geometry.dynamic = true;
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geometry.center();
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var tessellateModifier = new THREE.TessellateModifier( 8 );
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for ( var i = 0; i < 6; i ++ ) {
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tessellateModifier.modify( geometry );
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}
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var explodeModifier = new THREE.ExplodeModifier();
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explodeModifier.modify( geometry );
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var vertices = geometry.vertices;
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var colors = attributes.customColor.value;
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var displacement = attributes.displacement.value;
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var nv, v = 0;
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for ( var f = 0; f < geometry.faces.length; f ++ ) {
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var face = geometry.faces[ f ];
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if ( face instanceof THREE.Face3 ) {
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nv = 3;
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} else {
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nv = 4;
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}
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var h = 0.15 * Math.random();
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var s = 0.5 + 0.5 * Math.random();
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var l = 0.5 + 0.5 * Math.random();
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var d = 10 * ( 0.5 - Math.random() );
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var x = 2 * ( 0.5 - Math.random() );
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var y = 2 * ( 0.5 - Math.random() );
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var z = 2 * ( 0.5 - Math.random() );
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for ( var i = 0; i < nv; i ++ ) {
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colors[ v ] = new THREE.Color();
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displacement[ v ] = new THREE.Vector3();
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colors[ v ].setHSL( h, s, l );
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colors[ v ].convertGammaToLinear();
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displacement[ v ].set( x, y, z );
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v += 1;
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}
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}
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console.log( "faces", geometry.faces.length );
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mesh = new THREE.Mesh( geometry, shaderMaterial );
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mesh.rotation.set( 0.5, 0.5, 0 );
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scene.add( mesh );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setClearColor( 0x050505 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( WIDTH, HEIGHT );
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var container = document.getElementById( 'container' );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var time = Date.now() * 0.001;
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uniforms.amplitude.value = Math.sin( time * 0.5 );
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controls.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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