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					242 lines
				
				5.2 KiB
			
		
		
			
		
	
	
					242 lines
				
				5.2 KiB
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											3 years ago
										 
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								<!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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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - modifier tessellation</div>
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										<div id="container"></div>
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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 + normal * 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 = 0.4;
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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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											}
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										</script>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
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											import { TessellateModifier } from 'three/addons/modifiers/TessellateModifier.js';
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											import { FontLoader } from 'three/addons/loaders/FontLoader.js';
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											import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
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											let renderer, scene, camera, stats;
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											let controls;
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											let mesh, uniforms;
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											const WIDTH = window.innerWidth;
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											const HEIGHT = window.innerHeight;
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											const loader = new FontLoader();
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											loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
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												init( font );
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												animate();
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											} );
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											function init( font ) {
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												camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
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												camera.position.set( - 100, 100, 200 );
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0x050505 );
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												//
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												let geometry = new TextGeometry( 'THREE.JS', {
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													font: font,
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													size: 40,
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													height: 5,
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													curveSegments: 3,
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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.center();
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												const tessellateModifier = new TessellateModifier( 8, 6 );
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												geometry = tessellateModifier.modify( geometry );
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												//
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												const numFaces = geometry.attributes.position.count / 3;
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												const colors = new Float32Array( numFaces * 3 * 3 );
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												const displacement = new Float32Array( numFaces * 3 * 3 );
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												const color = new THREE.Color();
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												for ( let f = 0; f < numFaces; f ++ ) {
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													const index = 9 * f;
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													const h = 0.2 * Math.random();
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													const s = 0.5 + 0.5 * Math.random();
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													const l = 0.5 + 0.5 * Math.random();
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													color.setHSL( h, s, l );
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													const d = 10 * ( 0.5 - Math.random() );
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													for ( let i = 0; i < 3; i ++ ) {
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														colors[ index + ( 3 * i ) ] = color.r;
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														colors[ index + ( 3 * i ) + 1 ] = color.g;
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														colors[ index + ( 3 * i ) + 2 ] = color.b;
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														displacement[ index + ( 3 * i ) ] = d;
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														displacement[ index + ( 3 * i ) + 1 ] = d;
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														displacement[ index + ( 3 * i ) + 2 ] = d;
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													}
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												}
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												geometry.setAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
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												geometry.setAttribute( 'displacement', new THREE.BufferAttribute( displacement, 3 ) );
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												//
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												uniforms = {
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													amplitude: { value: 0.0 }
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												};
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												const shaderMaterial = new THREE.ShaderMaterial( {
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													uniforms: uniforms,
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													vertexShader: document.getElementById( 'vertexshader' ).textContent,
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													fragmentShader: document.getElementById( 'fragmentshader' ).textContent
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												} );
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												//
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												mesh = new THREE.Mesh( geometry, shaderMaterial );
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												scene.add( mesh );
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( WIDTH, HEIGHT );
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												const container = document.getElementById( 'container' );
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												container.appendChild( renderer.domElement );
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												controls = new TrackballControls( camera, renderer.domElement );
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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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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												const time = Date.now() * 0.001;
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												uniforms.amplitude.value = 1.0 + 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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