Doodle3D-Slicer/three.js-master/examples/webgl_modifier_tessellation.html
2015-06-12 15:58:26 +02:00

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<!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>