kopia lustrzana https://github.com/backface/turtlestitch
add canvasrenderer fallback, re-organize three libraries
rodzic
1b69d568c3
commit
76f5c299da
10
index.html
10
index.html
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@ -23,10 +23,14 @@
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<!-- third party libs -->
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<script type="text/javascript" src="stitchcode/jquery.js"></script>
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<script type="text/javascript" src="stitchcode/three.js"></script>
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<script type="text/javascript" src="stitchcode/threee/three.js"></script>
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<script type="text/javascript" src="stitchcode/threee/Projector.js"></script>
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<script type="text/javascript" src="stitchcode/threee/CanvasRenderer.js"></script>
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<script type="text/javascript" src="stitchcode/threee/THREE.MeshLine.js"></script>
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<script type="text/javascript" src="stitchcode/OrbitControls.js"></script>
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<script type="text/javascript" src="stitchcode/OBJLoader.js"></script>
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<script type="text/javascript" src="stitchcode/threee/OrbitControls.js"></script>
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<script type="text/javascript" src="stitchcode/threee/OBJLoader.js"></script>
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<script type="text/javascript" src="stitchcode/threee/Detector.js"></script>
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<!-- turtlestitch additions -->
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<script type="text/javascript" src="stitchcode/turtleShepherd.js"></script>
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@ -691,7 +691,7 @@ IDE_Morph.prototype.createStatusDisplay = function () {
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space.newLines = 0.5;
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elements.push(space);
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elements.push('Total Stitches : ');
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elements.push(' Total Stitches : ');
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element = new StringMorph();
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element.update = function () {
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this.text = (stage.turtleShepherd.getStepCount()).toString()+ " ";
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@ -842,9 +842,19 @@ IDE_Morph.prototype.createStatusDisplay = function () {
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function () { myself.downloadDST(); },
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'Export as Tajima/DST'
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);
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downloadDSTButton.newLines = 1.7;
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downloadDSTButton.newLines = 2.7;
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elements.push(downloadDSTButton);
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elements.push(' RENDERER: ');
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element = new StringMorph();
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element.update = function () {
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this.text = stage.renderer_status_msg;
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};
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elements.push(element);
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elements.push(' ');
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elements.forEach(function(each) { myself.statusDisplay.addElement(each); });
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};
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@ -12,8 +12,8 @@ tempDict = {
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// UI
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'Save to Disk':
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'Sichern auf Festplatte',
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'Total Stitches : ':
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'Anzahl der Stiche : ',
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' Total Stitches : ':
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' Anzahl der Stiche : ',
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'Jumps':
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'Sprungstiche',
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'Jumps : ':
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@ -442,11 +442,20 @@ StageMorph.prototype.clearAll = function () {
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StageMorph.prototype.initRenderer = function () {
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var myself = this;
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this.renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: true,
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canvas: this.penTrails()
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});
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if (Detector.webgl) {
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this.renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: true,
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canvas: this.penTrails()
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});
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this.renderer_status_msg = "webgl enabled";
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} else {
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this.renderer = new THREE.CanvasRenderer(
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{canvas: this.penTrails()});
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this.renderer_status_msg = "webgl unavailable. fallback to canvas (SLOW!)";
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}
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this.renderer.setClearColor(0xffffff, 1);
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this.renderer.changed = false;
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43300
stitchcode/three.js
43300
stitchcode/three.js
File diff suppressed because one or more lines are too long
Plik diff jest za duży
Load Diff
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@ -0,0 +1,929 @@
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author supereggbert / http://www.paulbrunt.co.uk/
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* @author julianwa / https://github.com/julianwa
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*/
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THREE.RenderableObject = function () {
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this.id = 0;
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this.object = null;
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this.z = 0;
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this.renderOrder = 0;
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};
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//
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THREE.RenderableFace = function () {
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this.id = 0;
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this.v1 = new THREE.RenderableVertex();
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this.v2 = new THREE.RenderableVertex();
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this.v3 = new THREE.RenderableVertex();
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this.normalModel = new THREE.Vector3();
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this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
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this.vertexNormalsLength = 0;
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this.color = new THREE.Color();
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this.material = null;
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this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
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this.z = 0;
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this.renderOrder = 0;
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};
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//
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THREE.RenderableVertex = function () {
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this.position = new THREE.Vector3();
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this.positionWorld = new THREE.Vector3();
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this.positionScreen = new THREE.Vector4();
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this.visible = true;
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};
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THREE.RenderableVertex.prototype.copy = function ( vertex ) {
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this.positionWorld.copy( vertex.positionWorld );
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this.positionScreen.copy( vertex.positionScreen );
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};
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//
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THREE.RenderableLine = function () {
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this.id = 0;
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this.v1 = new THREE.RenderableVertex();
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this.v2 = new THREE.RenderableVertex();
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this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
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this.material = null;
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this.z = 0;
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this.renderOrder = 0;
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};
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//
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THREE.RenderableSprite = function () {
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this.id = 0;
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this.object = null;
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this.x = 0;
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this.y = 0;
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this.z = 0;
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this.rotation = 0;
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this.scale = new THREE.Vector2();
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this.material = null;
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this.renderOrder = 0;
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};
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//
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THREE.Projector = function () {
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var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
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_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
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_face, _faceCount, _facePool = [], _facePoolLength = 0,
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_line, _lineCount, _linePool = [], _linePoolLength = 0,
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_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
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_renderData = { objects: [], lights: [], elements: [] },
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_vector3 = new THREE.Vector3(),
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_vector4 = new THREE.Vector4(),
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_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
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_boundingBox = new THREE.Box3(),
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_points3 = new Array( 3 ),
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_points4 = new Array( 4 ),
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_viewMatrix = new THREE.Matrix4(),
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_viewProjectionMatrix = new THREE.Matrix4(),
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_modelMatrix,
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_modelViewProjectionMatrix = new THREE.Matrix4(),
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_normalMatrix = new THREE.Matrix3(),
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_frustum = new THREE.Frustum(),
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_clippedVertex1PositionScreen = new THREE.Vector4(),
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_clippedVertex2PositionScreen = new THREE.Vector4();
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//
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this.projectVector = function ( vector, camera ) {
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console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
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vector.project( camera );
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};
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this.unprojectVector = function ( vector, camera ) {
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console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
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vector.unproject( camera );
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};
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this.pickingRay = function ( vector, camera ) {
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console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
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};
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//
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var RenderList = function () {
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var normals = [];
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var uvs = [];
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var object = null;
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var material = null;
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var normalMatrix = new THREE.Matrix3();
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function setObject( value ) {
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object = value;
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material = object.material;
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normalMatrix.getNormalMatrix( object.matrixWorld );
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normals.length = 0;
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uvs.length = 0;
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}
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function projectVertex( vertex ) {
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var position = vertex.position;
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var positionWorld = vertex.positionWorld;
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var positionScreen = vertex.positionScreen;
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positionWorld.copy( position ).applyMatrix4( _modelMatrix );
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positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
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var invW = 1 / positionScreen.w;
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positionScreen.x *= invW;
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positionScreen.y *= invW;
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positionScreen.z *= invW;
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vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
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positionScreen.y >= - 1 && positionScreen.y <= 1 &&
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positionScreen.z >= - 1 && positionScreen.z <= 1;
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}
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function pushVertex( x, y, z ) {
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_vertex = getNextVertexInPool();
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_vertex.position.set( x, y, z );
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projectVertex( _vertex );
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}
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function pushNormal( x, y, z ) {
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normals.push( x, y, z );
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}
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function pushUv( x, y ) {
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uvs.push( x, y );
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}
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function checkTriangleVisibility( v1, v2, v3 ) {
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if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
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_points3[ 0 ] = v1.positionScreen;
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_points3[ 1 ] = v2.positionScreen;
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_points3[ 2 ] = v3.positionScreen;
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return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
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}
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function checkBackfaceCulling( v1, v2, v3 ) {
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return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
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( v2.positionScreen.y - v1.positionScreen.y ) -
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( v3.positionScreen.y - v1.positionScreen.y ) *
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( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
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}
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function pushLine( a, b ) {
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var v1 = _vertexPool[ a ];
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var v2 = _vertexPool[ b ];
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_line = getNextLineInPool();
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_line.id = object.id;
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_line.v1.copy( v1 );
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_line.v2.copy( v2 );
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_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
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_line.renderOrder = object.renderOrder;
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_line.material = object.material;
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_renderData.elements.push( _line );
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}
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function pushTriangle( a, b, c ) {
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var v1 = _vertexPool[ a ];
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var v2 = _vertexPool[ b ];
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var v3 = _vertexPool[ c ];
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if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
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if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
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_face = getNextFaceInPool();
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_face.id = object.id;
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_face.v1.copy( v1 );
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_face.v2.copy( v2 );
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_face.v3.copy( v3 );
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_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
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_face.renderOrder = object.renderOrder;
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// use first vertex normal as face normal
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_face.normalModel.fromArray( normals, a * 3 );
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_face.normalModel.applyMatrix3( normalMatrix ).normalize();
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for ( var i = 0; i < 3; i ++ ) {
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var normal = _face.vertexNormalsModel[ i ];
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normal.fromArray( normals, arguments[ i ] * 3 );
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normal.applyMatrix3( normalMatrix ).normalize();
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var uv = _face.uvs[ i ];
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uv.fromArray( uvs, arguments[ i ] * 2 );
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}
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_face.vertexNormalsLength = 3;
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_face.material = object.material;
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_renderData.elements.push( _face );
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}
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}
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return {
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setObject: setObject,
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projectVertex: projectVertex,
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checkTriangleVisibility: checkTriangleVisibility,
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checkBackfaceCulling: checkBackfaceCulling,
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pushVertex: pushVertex,
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pushNormal: pushNormal,
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pushUv: pushUv,
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pushLine: pushLine,
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pushTriangle: pushTriangle
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}
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};
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var renderList = new RenderList();
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this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
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_faceCount = 0;
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_lineCount = 0;
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_spriteCount = 0;
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_renderData.elements.length = 0;
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if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null ) camera.updateMatrixWorld();
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_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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_frustum.setFromMatrix( _viewProjectionMatrix );
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//
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_objectCount = 0;
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_renderData.objects.length = 0;
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_renderData.lights.length = 0;
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function addObject( object ) {
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_object = getNextObjectInPool();
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_object.id = object.id;
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_object.object = object;
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_vector3.setFromMatrixPosition( object.matrixWorld );
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_vector3.applyMatrix4( _viewProjectionMatrix );
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_object.z = _vector3.z;
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_object.renderOrder = object.renderOrder;
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_renderData.objects.push( _object );
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}
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scene.traverseVisible( function ( object ) {
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if ( object instanceof THREE.Light ) {
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_renderData.lights.push( object );
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} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
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if ( object.material.visible === false ) return;
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if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
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addObject( object );
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} else if ( object instanceof THREE.Sprite ) {
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if ( object.material.visible === false ) return;
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if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
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addObject( object );
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}
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} );
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if ( sortObjects === true ) {
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_renderData.objects.sort( painterSort );
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}
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//
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for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
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var object = _renderData.objects[ o ].object;
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var geometry = object.geometry;
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renderList.setObject( object );
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_modelMatrix = object.matrixWorld;
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_vertexCount = 0;
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if ( object instanceof THREE.Mesh ) {
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if ( geometry instanceof THREE.BufferGeometry ) {
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var attributes = geometry.attributes;
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var groups = geometry.groups;
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if ( attributes.position === undefined ) continue;
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var positions = attributes.position.array;
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for ( var i = 0, l = positions.length; i < l; i += 3 ) {
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renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
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}
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if ( attributes.normal !== undefined ) {
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var normals = attributes.normal.array;
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for ( var i = 0, l = normals.length; i < l; i += 3 ) {
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renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
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}
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}
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if ( attributes.uv !== undefined ) {
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var uvs = attributes.uv.array;
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for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
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renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
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}
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}
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if ( geometry.index !== null ) {
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var indices = geometry.index.array;
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if ( groups.length > 0 ) {
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for ( var g = 0; g < groups.length; g ++ ) {
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|
||||
var group = groups[ g ];
|
||||
|
||||
for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( var i = 0, l = indices.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( i, i + 1, i + 2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( geometry instanceof THREE.Geometry ) {
|
||||
|
||||
var vertices = geometry.vertices;
|
||||
var faces = geometry.faces;
|
||||
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
|
||||
|
||||
_normalMatrix.getNormalMatrix( _modelMatrix );
|
||||
|
||||
var material = object.material;
|
||||
|
||||
var isFaceMaterial = material instanceof THREE.MultiMaterial;
|
||||
var objectMaterials = isFaceMaterial === true ? object.material : null;
|
||||
|
||||
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
|
||||
|
||||
var vertex = vertices[ v ];
|
||||
|
||||
_vector3.copy( vertex );
|
||||
|
||||
if ( material.morphTargets === true ) {
|
||||
|
||||
var morphTargets = geometry.morphTargets;
|
||||
var morphInfluences = object.morphTargetInfluences;
|
||||
|
||||
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
|
||||
|
||||
var influence = morphInfluences[ t ];
|
||||
|
||||
if ( influence === 0 ) continue;
|
||||
|
||||
var target = morphTargets[ t ];
|
||||
var targetVertex = target.vertices[ v ];
|
||||
|
||||
_vector3.x += ( targetVertex.x - vertex.x ) * influence;
|
||||
_vector3.y += ( targetVertex.y - vertex.y ) * influence;
|
||||
_vector3.z += ( targetVertex.z - vertex.z ) * influence;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
|
||||
|
||||
}
|
||||
|
||||
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
|
||||
|
||||
var face = faces[ f ];
|
||||
|
||||
material = isFaceMaterial === true
|
||||
? objectMaterials.materials[ face.materialIndex ]
|
||||
: object.material;
|
||||
|
||||
if ( material === undefined ) continue;
|
||||
|
||||
var side = material.side;
|
||||
|
||||
var v1 = _vertexPool[ face.a ];
|
||||
var v2 = _vertexPool[ face.b ];
|
||||
var v3 = _vertexPool[ face.c ];
|
||||
|
||||
if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
|
||||
|
||||
var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
|
||||
|
||||
if ( side !== THREE.DoubleSide ) {
|
||||
|
||||
if ( side === THREE.FrontSide && visible === false ) continue;
|
||||
if ( side === THREE.BackSide && visible === true ) continue;
|
||||
|
||||
}
|
||||
|
||||
_face = getNextFaceInPool();
|
||||
|
||||
_face.id = object.id;
|
||||
_face.v1.copy( v1 );
|
||||
_face.v2.copy( v2 );
|
||||
_face.v3.copy( v3 );
|
||||
|
||||
_face.normalModel.copy( face.normal );
|
||||
|
||||
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
||||
|
||||
_face.normalModel.negate();
|
||||
|
||||
}
|
||||
|
||||
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
|
||||
|
||||
var faceVertexNormals = face.vertexNormals;
|
||||
|
||||
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
|
||||
|
||||
var normalModel = _face.vertexNormalsModel[ n ];
|
||||
normalModel.copy( faceVertexNormals[ n ] );
|
||||
|
||||
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
||||
|
||||
normalModel.negate();
|
||||
|
||||
}
|
||||
|
||||
normalModel.applyMatrix3( _normalMatrix ).normalize();
|
||||
|
||||
}
|
||||
|
||||
_face.vertexNormalsLength = faceVertexNormals.length;
|
||||
|
||||
var vertexUvs = faceVertexUvs[ f ];
|
||||
|
||||
if ( vertexUvs !== undefined ) {
|
||||
|
||||
for ( var u = 0; u < 3; u ++ ) {
|
||||
|
||||
_face.uvs[ u ].copy( vertexUvs[ u ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_face.color = face.color;
|
||||
_face.material = material;
|
||||
|
||||
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
|
||||
_face.renderOrder = object.renderOrder;
|
||||
|
||||
_renderData.elements.push( _face );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( object instanceof THREE.Line ) {
|
||||
|
||||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||||
|
||||
var attributes = geometry.attributes;
|
||||
|
||||
if ( attributes.position !== undefined ) {
|
||||
|
||||
var positions = attributes.position.array;
|
||||
|
||||
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
if ( geometry.index !== null ) {
|
||||
|
||||
var indices = geometry.index.array;
|
||||
|
||||
for ( var i = 0, l = indices.length; i < l; i += 2 ) {
|
||||
|
||||
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
var step = object instanceof THREE.LineSegments ? 2 : 1;
|
||||
|
||||
for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
|
||||
|
||||
renderList.pushLine( i, i + 1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( geometry instanceof THREE.Geometry ) {
|
||||
|
||||
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
|
||||
|
||||
var vertices = object.geometry.vertices;
|
||||
|
||||
if ( vertices.length === 0 ) continue;
|
||||
|
||||
v1 = getNextVertexInPool();
|
||||
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
|
||||
|
||||
var step = object instanceof THREE.LineSegments ? 2 : 1;
|
||||
|
||||
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
|
||||
|
||||
v1 = getNextVertexInPool();
|
||||
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
|
||||
|
||||
if ( ( v + 1 ) % step > 0 ) continue;
|
||||
|
||||
v2 = _vertexPool[ _vertexCount - 2 ];
|
||||
|
||||
_clippedVertex1PositionScreen.copy( v1.positionScreen );
|
||||
_clippedVertex2PositionScreen.copy( v2.positionScreen );
|
||||
|
||||
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
|
||||
|
||||
// Perform the perspective divide
|
||||
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
|
||||
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
|
||||
|
||||
_line = getNextLineInPool();
|
||||
|
||||
_line.id = object.id;
|
||||
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
|
||||
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
|
||||
|
||||
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
|
||||
_line.renderOrder = object.renderOrder;
|
||||
|
||||
_line.material = object.material;
|
||||
|
||||
if ( object.material.vertexColors === THREE.VertexColors ) {
|
||||
|
||||
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
|
||||
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
|
||||
|
||||
}
|
||||
|
||||
_renderData.elements.push( _line );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( object instanceof THREE.Sprite ) {
|
||||
|
||||
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
|
||||
_vector4.applyMatrix4( _viewProjectionMatrix );
|
||||
|
||||
var invW = 1 / _vector4.w;
|
||||
|
||||
_vector4.z *= invW;
|
||||
|
||||
if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
|
||||
|
||||
_sprite = getNextSpriteInPool();
|
||||
_sprite.id = object.id;
|
||||
_sprite.x = _vector4.x * invW;
|
||||
_sprite.y = _vector4.y * invW;
|
||||
_sprite.z = _vector4.z;
|
||||
_sprite.renderOrder = object.renderOrder;
|
||||
_sprite.object = object;
|
||||
|
||||
_sprite.rotation = object.rotation;
|
||||
|
||||
_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
|
||||
_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
|
||||
|
||||
_sprite.material = object.material;
|
||||
|
||||
_renderData.elements.push( _sprite );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( sortElements === true ) {
|
||||
|
||||
_renderData.elements.sort( painterSort );
|
||||
|
||||
}
|
||||
|
||||
return _renderData;
|
||||
|
||||
};
|
||||
|
||||
// Pools
|
||||
|
||||
function getNextObjectInPool() {
|
||||
|
||||
if ( _objectCount === _objectPoolLength ) {
|
||||
|
||||
var object = new THREE.RenderableObject();
|
||||
_objectPool.push( object );
|
||||
_objectPoolLength ++;
|
||||
_objectCount ++;
|
||||
return object;
|
||||
|
||||
}
|
||||
|
||||
return _objectPool[ _objectCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
function getNextVertexInPool() {
|
||||
|
||||
if ( _vertexCount === _vertexPoolLength ) {
|
||||
|
||||
var vertex = new THREE.RenderableVertex();
|
||||
_vertexPool.push( vertex );
|
||||
_vertexPoolLength ++;
|
||||
_vertexCount ++;
|
||||
return vertex;
|
||||
|
||||
}
|
||||
|
||||
return _vertexPool[ _vertexCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
function getNextFaceInPool() {
|
||||
|
||||
if ( _faceCount === _facePoolLength ) {
|
||||
|
||||
var face = new THREE.RenderableFace();
|
||||
_facePool.push( face );
|
||||
_facePoolLength ++;
|
||||
_faceCount ++;
|
||||
return face;
|
||||
|
||||
}
|
||||
|
||||
return _facePool[ _faceCount ++ ];
|
||||
|
||||
|
||||
}
|
||||
|
||||
function getNextLineInPool() {
|
||||
|
||||
if ( _lineCount === _linePoolLength ) {
|
||||
|
||||
var line = new THREE.RenderableLine();
|
||||
_linePool.push( line );
|
||||
_linePoolLength ++;
|
||||
_lineCount ++;
|
||||
return line;
|
||||
|
||||
}
|
||||
|
||||
return _linePool[ _lineCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
function getNextSpriteInPool() {
|
||||
|
||||
if ( _spriteCount === _spritePoolLength ) {
|
||||
|
||||
var sprite = new THREE.RenderableSprite();
|
||||
_spritePool.push( sprite );
|
||||
_spritePoolLength ++;
|
||||
_spriteCount ++;
|
||||
return sprite;
|
||||
|
||||
}
|
||||
|
||||
return _spritePool[ _spriteCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
function painterSort( a, b ) {
|
||||
|
||||
if ( a.renderOrder !== b.renderOrder ) {
|
||||
|
||||
return a.renderOrder - b.renderOrder;
|
||||
|
||||
} else if ( a.z !== b.z ) {
|
||||
|
||||
return b.z - a.z;
|
||||
|
||||
} else if ( a.id !== b.id ) {
|
||||
|
||||
return a.id - b.id;
|
||||
|
||||
} else {
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function clipLine( s1, s2 ) {
|
||||
|
||||
var alpha1 = 0, alpha2 = 1,
|
||||
|
||||
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
|
||||
// Z = -1 and Z = +1, respectively.
|
||||
bc1near = s1.z + s1.w,
|
||||
bc2near = s2.z + s2.w,
|
||||
bc1far = - s1.z + s1.w,
|
||||
bc2far = - s2.z + s2.w;
|
||||
|
||||
if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
|
||||
|
||||
// Both vertices lie entirely within all clip planes.
|
||||
return true;
|
||||
|
||||
} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
|
||||
|
||||
// Both vertices lie entirely outside one of the clip planes.
|
||||
return false;
|
||||
|
||||
} else {
|
||||
|
||||
// The line segment spans at least one clip plane.
|
||||
|
||||
if ( bc1near < 0 ) {
|
||||
|
||||
// v1 lies outside the near plane, v2 inside
|
||||
alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
|
||||
|
||||
} else if ( bc2near < 0 ) {
|
||||
|
||||
// v2 lies outside the near plane, v1 inside
|
||||
alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
|
||||
|
||||
}
|
||||
|
||||
if ( bc1far < 0 ) {
|
||||
|
||||
// v1 lies outside the far plane, v2 inside
|
||||
alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
|
||||
|
||||
} else if ( bc2far < 0 ) {
|
||||
|
||||
// v2 lies outside the far plane, v2 inside
|
||||
alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
|
||||
|
||||
}
|
||||
|
||||
if ( alpha2 < alpha1 ) {
|
||||
|
||||
// The line segment spans two boundaries, but is outside both of them.
|
||||
// (This can't happen when we're only clipping against just near/far but good
|
||||
// to leave the check here for future usage if other clip planes are added.)
|
||||
return false;
|
||||
|
||||
} else {
|
||||
|
||||
// Update the s1 and s2 vertices to match the clipped line segment.
|
||||
s1.lerp( s2, alpha1 );
|
||||
s2.lerp( s1, 1 - alpha2 );
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
Plik diff jest za duży
Load Diff
|
@ -0,0 +1,460 @@
|
|||
;(function() {
|
||||
|
||||
"use strict";
|
||||
|
||||
var root = this
|
||||
|
||||
var has_require = typeof require !== 'undefined'
|
||||
|
||||
var THREE = root.THREE || has_require && require('three')
|
||||
if( !THREE )
|
||||
throw new Error( 'EquirectangularToCubemap requires three.js' )
|
||||
|
||||
function MeshLine() {
|
||||
|
||||
this.positions = [];
|
||||
|
||||
this.previous = [];
|
||||
this.next = [];
|
||||
this.side = [];
|
||||
this.width = [];
|
||||
this.indices_array = [];
|
||||
this.uvs = [];
|
||||
this.counters = [];
|
||||
this.geometry = new THREE.BufferGeometry();
|
||||
|
||||
this.widthCallback = null;
|
||||
|
||||
}
|
||||
|
||||
MeshLine.prototype.setGeometry = function( g, c ) {
|
||||
|
||||
this.widthCallback = c;
|
||||
|
||||
this.positions = [];
|
||||
this.counters = [];
|
||||
|
||||
if( g instanceof THREE.Geometry ) {
|
||||
for( var j = 0; j < g.vertices.length; j++ ) {
|
||||
var v = g.vertices[ j ];
|
||||
var c = j/g.vertices.length;
|
||||
this.positions.push( v.x, v.y, v.z );
|
||||
this.positions.push( v.x, v.y, v.z );
|
||||
this.counters.push(c);
|
||||
this.counters.push(c);
|
||||
}
|
||||
}
|
||||
|
||||
if( g instanceof THREE.BufferGeometry ) {
|
||||
// read attribute positions ?
|
||||
}
|
||||
|
||||
if( g instanceof Float32Array || g instanceof Array ) {
|
||||
for( var j = 0; j < g.length; j += 3 ) {
|
||||
var c = j/g.length;
|
||||
this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
|
||||
this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
|
||||
this.counters.push(c);
|
||||
this.counters.push(c);
|
||||
}
|
||||
}
|
||||
|
||||
this.process();
|
||||
|
||||
}
|
||||
|
||||
MeshLine.prototype.compareV3 = function( a, b ) {
|
||||
|
||||
var aa = a * 6;
|
||||
var ab = b * 6;
|
||||
return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
MeshLine.prototype.copyV3 = function( a ) {
|
||||
|
||||
var aa = a * 6;
|
||||
return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];
|
||||
|
||||
}
|
||||
|
||||
MeshLine.prototype.process = function() {
|
||||
|
||||
var l = this.positions.length / 6;
|
||||
|
||||
this.previous = [];
|
||||
this.next = [];
|
||||
this.side = [];
|
||||
this.width = [];
|
||||
this.indices_array = [];
|
||||
this.uvs = [];
|
||||
|
||||
for( var j = 0; j < l; j++ ) {
|
||||
this.side.push( 1 );
|
||||
this.side.push( -1 );
|
||||
}
|
||||
|
||||
var w;
|
||||
for( var j = 0; j < l; j++ ) {
|
||||
if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
|
||||
else w = 1;
|
||||
this.width.push( w );
|
||||
this.width.push( w );
|
||||
}
|
||||
|
||||
for( var j = 0; j < l; j++ ) {
|
||||
this.uvs.push( j / ( l - 1 ), 0 );
|
||||
this.uvs.push( j / ( l - 1 ), 1 );
|
||||
}
|
||||
|
||||
var v;
|
||||
|
||||
if( this.compareV3( 0, l - 1 ) ){
|
||||
v = this.copyV3( l - 2 );
|
||||
} else {
|
||||
v = this.copyV3( 0 );
|
||||
}
|
||||
this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
for( var j = 0; j < l - 1; j++ ) {
|
||||
v = this.copyV3( j );
|
||||
this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
}
|
||||
|
||||
for( var j = 1; j < l; j++ ) {
|
||||
v = this.copyV3( j );
|
||||
this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
}
|
||||
|
||||
if( this.compareV3( l - 1, 0 ) ){
|
||||
v = this.copyV3( 1 );
|
||||
} else {
|
||||
v = this.copyV3( l - 1 );
|
||||
}
|
||||
this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
|
||||
|
||||
for( var j = 0; j < l - 1; j++ ) {
|
||||
var n = j * 2;
|
||||
this.indices_array.push( n, n + 1, n + 2 );
|
||||
this.indices_array.push( n + 2, n + 1, n + 3 );
|
||||
}
|
||||
|
||||
if (!this.attributes) {
|
||||
this.attributes = {
|
||||
position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
|
||||
previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
|
||||
next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ),
|
||||
side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ),
|
||||
width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ),
|
||||
uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
|
||||
index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
|
||||
counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
|
||||
}
|
||||
} else {
|
||||
this.attributes.position.copyArray(new Float32Array(this.positions));
|
||||
this.attributes.position.needsUpdate = true;
|
||||
this.attributes.previous.copyArray(new Float32Array(this.previous));
|
||||
this.attributes.previous.needsUpdate = true;
|
||||
this.attributes.next.copyArray(new Float32Array(this.next));
|
||||
this.attributes.next.needsUpdate = true;
|
||||
this.attributes.side.copyArray(new Float32Array(this.side));
|
||||
this.attributes.side.needsUpdate = true;
|
||||
this.attributes.width.copyArray(new Float32Array(this.width));
|
||||
this.attributes.width.needsUpdate = true;
|
||||
this.attributes.uv.copyArray(new Float32Array(this.uvs));
|
||||
this.attributes.uv.needsUpdate = true;
|
||||
this.attributes.index.copyArray(new Uint16Array(this.indices_array));
|
||||
this.attributes.index.needsUpdate = true;
|
||||
}
|
||||
|
||||
this.geometry.addAttribute( 'position', this.attributes.position );
|
||||
this.geometry.addAttribute( 'previous', this.attributes.previous );
|
||||
this.geometry.addAttribute( 'next', this.attributes.next );
|
||||
this.geometry.addAttribute( 'side', this.attributes.side );
|
||||
this.geometry.addAttribute( 'width', this.attributes.width );
|
||||
this.geometry.addAttribute( 'uv', this.attributes.uv );
|
||||
this.geometry.addAttribute( 'counters', this.attributes.counters );
|
||||
|
||||
this.geometry.setIndex( this.attributes.index );
|
||||
|
||||
}
|
||||
|
||||
function memcpy (src, srcOffset, dst, dstOffset, length) {
|
||||
var i
|
||||
|
||||
src = src.subarray || src.slice ? src : src.buffer
|
||||
dst = dst.subarray || dst.slice ? dst : dst.buffer
|
||||
|
||||
src = srcOffset ? src.subarray ?
|
||||
src.subarray(srcOffset, length && srcOffset + length) :
|
||||
src.slice(srcOffset, length && srcOffset + length) : src
|
||||
|
||||
if (dst.set) {
|
||||
dst.set(src, dstOffset)
|
||||
} else {
|
||||
for (i=0; i<src.length; i++) {
|
||||
dst[i + dstOffset] = src[i]
|
||||
}
|
||||
}
|
||||
|
||||
return dst
|
||||
}
|
||||
|
||||
/**
|
||||
* Fast method to advance the line by one position. The oldest position is removed.
|
||||
* @param position
|
||||
*/
|
||||
MeshLine.prototype.advance = function(position) {
|
||||
|
||||
var positions = this.attributes.position.array;
|
||||
var previous = this.attributes.previous.array;
|
||||
var next = this.attributes.next.array;
|
||||
var l = positions.length;
|
||||
|
||||
// PREVIOUS
|
||||
memcpy( positions, 0, previous, 0, l );
|
||||
|
||||
// POSITIONS
|
||||
memcpy( positions, 6, positions, 0, l - 6 );
|
||||
|
||||
positions[l - 6] = position.x;
|
||||
positions[l - 5] = position.y;
|
||||
positions[l - 4] = position.z;
|
||||
positions[l - 3] = position.x;
|
||||
positions[l - 2] = position.y;
|
||||
positions[l - 1] = position.z;
|
||||
|
||||
// NEXT
|
||||
memcpy( positions, 6, next, 0, l - 6 );
|
||||
|
||||
next[l - 6] = position.x;
|
||||
next[l - 5] = position.y;
|
||||
next[l - 4] = position.z;
|
||||
next[l - 3] = position.x;
|
||||
next[l - 2] = position.y;
|
||||
next[l - 1] = position.z;
|
||||
|
||||
this.attributes.position.needsUpdate = true;
|
||||
this.attributes.previous.needsUpdate = true;
|
||||
this.attributes.next.needsUpdate = true;
|
||||
|
||||
};
|
||||
|
||||
function MeshLineMaterial( parameters ) {
|
||||
|
||||
var vertexShaderSource = [
|
||||
'precision highp float;',
|
||||
'',
|
||||
'attribute vec3 position;',
|
||||
'attribute vec3 previous;',
|
||||
'attribute vec3 next;',
|
||||
'attribute float side;',
|
||||
'attribute float width;',
|
||||
'attribute vec2 uv;',
|
||||
'attribute float counters;',
|
||||
'',
|
||||
'uniform mat4 projectionMatrix;',
|
||||
'uniform mat4 modelViewMatrix;',
|
||||
'uniform vec2 resolution;',
|
||||
'uniform float lineWidth;',
|
||||
'uniform vec3 color;',
|
||||
'uniform float opacity;',
|
||||
'uniform float near;',
|
||||
'uniform float far;',
|
||||
'uniform float sizeAttenuation;',
|
||||
'',
|
||||
'varying vec2 vUV;',
|
||||
'varying vec4 vColor;',
|
||||
'varying vec3 vPosition;',
|
||||
'varying float vCounters;',
|
||||
'',
|
||||
'vec2 fix( vec4 i, float aspect ) {',
|
||||
'',
|
||||
' vec2 res = i.xy / i.w;',
|
||||
' res.x *= aspect;',
|
||||
' vCounters = counters;',
|
||||
' return res;',
|
||||
'',
|
||||
'}',
|
||||
'',
|
||||
'void main() {',
|
||||
'',
|
||||
' float aspect = resolution.x / resolution.y;',
|
||||
' float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
|
||||
'',
|
||||
' vColor = vec4( color, opacity );',
|
||||
' vUV = uv;',
|
||||
'',
|
||||
' mat4 m = projectionMatrix * modelViewMatrix;',
|
||||
' vec4 finalPosition = m * vec4( position, 1.0 );',
|
||||
' vec4 prevPos = m * vec4( previous, 1.0 );',
|
||||
' vec4 nextPos = m * vec4( next, 1.0 );',
|
||||
'',
|
||||
' vec2 currentP = fix( finalPosition, aspect );',
|
||||
' vec2 prevP = fix( prevPos, aspect );',
|
||||
' vec2 nextP = fix( nextPos, aspect );',
|
||||
'',
|
||||
' float pixelWidth = finalPosition.w * pixelWidthRatio;',
|
||||
' float w = 1.8 * pixelWidth * lineWidth * width;',
|
||||
'',
|
||||
' if( sizeAttenuation == 1. ) {',
|
||||
' w = 1.8 * lineWidth * width;',
|
||||
' }',
|
||||
'',
|
||||
' vec2 dir;',
|
||||
' if( nextP == currentP ) dir = normalize( currentP - prevP );',
|
||||
' else if( prevP == currentP ) dir = normalize( nextP - currentP );',
|
||||
' else {',
|
||||
' vec2 dir1 = normalize( currentP - prevP );',
|
||||
' vec2 dir2 = normalize( nextP - currentP );',
|
||||
' dir = normalize( dir1 + dir2 );',
|
||||
'',
|
||||
' vec2 perp = vec2( -dir1.y, dir1.x );',
|
||||
' vec2 miter = vec2( -dir.y, dir.x );',
|
||||
' //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
|
||||
'',
|
||||
' }',
|
||||
'',
|
||||
' //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
|
||||
' vec2 normal = vec2( -dir.y, dir.x );',
|
||||
' normal.x /= aspect;',
|
||||
' normal *= .5 * w;',
|
||||
'',
|
||||
' vec4 offset = vec4( normal * side, 0.0, 1.0 );',
|
||||
' finalPosition.xy += offset.xy;',
|
||||
'',
|
||||
' vPosition = ( modelViewMatrix * vec4( position, 1. ) ).xyz;',
|
||||
' gl_Position = finalPosition;',
|
||||
'',
|
||||
'}' ];
|
||||
|
||||
var fragmentShaderSource = [
|
||||
'#extension GL_OES_standard_derivatives : enable',
|
||||
'precision mediump float;',
|
||||
'',
|
||||
'uniform sampler2D map;',
|
||||
'uniform float useMap;',
|
||||
'uniform float useDash;',
|
||||
'uniform vec2 dashArray;',
|
||||
'uniform float visibility;',
|
||||
'uniform float alphaTest;',
|
||||
'',
|
||||
'varying vec2 vUV;',
|
||||
'varying vec4 vColor;',
|
||||
'varying vec3 vPosition;',
|
||||
'varying float vCounters;',
|
||||
'',
|
||||
'void main() {',
|
||||
'',
|
||||
' vec4 c = vColor;',
|
||||
' if( c.a < alphaTest ) discard;',
|
||||
' if( useMap == 1. ) c *= texture2D( map, vUV );',
|
||||
' if( useDash == 1. ){',
|
||||
' ',
|
||||
' }',
|
||||
' gl_FragColor = c;',
|
||||
' gl_FragColor.a *= step(vCounters,visibility);',
|
||||
'}' ];
|
||||
|
||||
function check( v, d ) {
|
||||
if( v === undefined ) return d;
|
||||
return v;
|
||||
}
|
||||
|
||||
THREE.Material.call( this );
|
||||
|
||||
parameters = parameters || {};
|
||||
|
||||
this.lineWidth = check( parameters.lineWidth, 1 );
|
||||
this.map = check( parameters.map, null );
|
||||
this.useMap = check( parameters.useMap, 0 );
|
||||
this.color = check( parameters.color, new THREE.Color( 0xffffff ) );
|
||||
this.opacity = check( parameters.opacity, 1 );
|
||||
this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) );
|
||||
this.sizeAttenuation = check( parameters.sizeAttenuation, 1 );
|
||||
this.near = check( parameters.near, 1 );
|
||||
this.far = check( parameters.far, 1 );
|
||||
this.dashArray = check( parameters.dashArray, [] );
|
||||
this.useDash = ( this.dashArray !== [] ) ? 1 : 0;
|
||||
this.visibility = check( parameters.visibility, 1 );
|
||||
this.alphaTest = check( parameters.alphaTest, 0 );
|
||||
|
||||
var material = new THREE.RawShaderMaterial( {
|
||||
uniforms:{
|
||||
lineWidth: { type: 'f', value: this.lineWidth },
|
||||
map: { type: 't', value: this.map },
|
||||
useMap: { type: 'f', value: this.useMap },
|
||||
color: { type: 'c', value: this.color },
|
||||
opacity: { type: 'f', value: this.opacity },
|
||||
resolution: { type: 'v2', value: this.resolution },
|
||||
sizeAttenuation: { type: 'f', value: this.sizeAttenuation },
|
||||
near: { type: 'f', value: this.near },
|
||||
far: { type: 'f', value: this.far },
|
||||
dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) },
|
||||
useDash: { type: 'f', value: this.useDash },
|
||||
visibility: {type: 'f', value: this.visibility},
|
||||
alphaTest: {type: 'f', value: this.alphaTest}
|
||||
},
|
||||
vertexShader: vertexShaderSource.join( '\r\n' ),
|
||||
fragmentShader: fragmentShaderSource.join( '\r\n' )
|
||||
});
|
||||
|
||||
delete parameters.lineWidth;
|
||||
delete parameters.map;
|
||||
delete parameters.useMap;
|
||||
delete parameters.color;
|
||||
delete parameters.opacity;
|
||||
delete parameters.resolution;
|
||||
delete parameters.sizeAttenuation;
|
||||
delete parameters.near;
|
||||
delete parameters.far;
|
||||
delete parameters.dashArray;
|
||||
delete parameters.visibility;
|
||||
delete parameters.alphaTest;
|
||||
|
||||
material.type = 'MeshLineMaterial';
|
||||
|
||||
material.setValues( parameters );
|
||||
|
||||
return material;
|
||||
|
||||
};
|
||||
|
||||
MeshLineMaterial.prototype = Object.create( THREE.Material.prototype );
|
||||
MeshLineMaterial.prototype.constructor = MeshLineMaterial;
|
||||
|
||||
MeshLineMaterial.prototype.copy = function ( source ) {
|
||||
|
||||
THREE.Material.prototype.copy.call( this, source );
|
||||
|
||||
this.lineWidth = source.lineWidth;
|
||||
this.map = source.map;
|
||||
this.useMap = source.useMap;
|
||||
this.color.copy( source.color );
|
||||
this.opacity = source.opacity;
|
||||
this.resolution.copy( source.resolution );
|
||||
this.sizeAttenuation = source.sizeAttenuation;
|
||||
this.near = source.near;
|
||||
this.far = source.far;
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
if( typeof exports !== 'undefined' ) {
|
||||
if( typeof module !== 'undefined' && module.exports ) {
|
||||
exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
|
||||
}
|
||||
exports.MeshLine = MeshLine;
|
||||
exports.MeshLineMaterial = MeshLineMaterial;
|
||||
}
|
||||
else {
|
||||
root.MeshLine = MeshLine;
|
||||
root.MeshLineMaterial = MeshLineMaterial;
|
||||
}
|
||||
|
||||
}).call(this);
|
||||
|
Ładowanie…
Reference in New Issue