better top and floor, random buildings colors
This commit is contained in:
@@ -1,6 +1,9 @@
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<template>
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<div>
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<object3d ref="block3d" name="Project" :obj="building" :position="building_position"/>
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<object3d ref="top" :obj="top_mesh" :position="top_position"/>
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<object3d ref="floor" :obj="floor_mesh" :position="floor_position"/>
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<!-- <light :obj="light" :position="building_position" /> -->
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<mesh ref="label3d" name="Label" :position="label_position">
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<geometry type="Plane" :args="[label_size.x, label_size.y]" />
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<material type="MeshLambert" :options="label_opts">
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@@ -52,8 +55,8 @@ import { ThreeBSP } from 'three-js-csg-es6'
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import mixins from 'components/mixins'
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import ContentBlock from 'components/objects/ContentBlock'
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import BgVertex from 'assets/glsl/BgVertex'
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import BuildingFragment from 'assets/glsl/BuildingFragment'
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// import BgVertex from 'assets/glsl/BgVertex'
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// import BuildingFragment from 'assets/glsl/BuildingFragment'
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export default {
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name: 'Project',
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@@ -74,24 +77,14 @@ export default {
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let wallW = 0.001
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let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let topMesh = new THREE.Mesh(topGeom)
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topMesh.position.y = -0.5 * size.y
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let topBSP = new ThreeBSP(topMesh)
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let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let floorMesh = new THREE.Mesh(floorGeom)
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floorMesh.position.y = 0.5 * size.y
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let floorBSP = new ThreeBSP(floorMesh)
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let backGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
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let backMesh = new THREE.Mesh(backGeom)
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backMesh.position.z = -0.5 * size.z
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let backBSP = new ThreeBSP(backMesh)
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// dig windows on face and back
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let winW = 4
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let winH = 8
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let winW = 2 + Math.random() * 2
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let winH = 4 + Math.random() * 4
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let margin = 2
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let nbrWinX = 0
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let paddingX = 0
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@@ -172,48 +165,72 @@ export default {
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leftMesh.position.x = -0.5 * size.x
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// leftMesh.position.z = 0.5 * size.z
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let leftBSP = new ThreeBSP(leftMesh)
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//
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// let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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// let topMesh = new THREE.Mesh(topGeom)
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// // topMesh.position.y = -0.5 * size.y
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// // let topBSP = new ThreeBSP(topMesh)
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//
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// let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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// let floorMesh = new THREE.Mesh(floorGeom)
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// // floorMesh.position.y = 0.5 * size.y
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// // let floorBSP = new ThreeBSP(floorMesh)
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let buildingBSP = backBSP.union(rightBSP)
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buildingBSP = buildingBSP.union(faceBSP)
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buildingBSP = buildingBSP.union(leftBSP)
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buildingBSP = buildingBSP.union(topBSP)
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buildingBSP = buildingBSP.union(floorBSP)
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// buildingBSP = buildingBSP.union(topBSP)
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// buildingBSP = buildingBSP.union(floorBSP)
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// convert back to three.js mesh
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let building = buildingBSP.toMesh()
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console.log('building.faces', building)
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// create a custom shaderMaterial to had gradian colors
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var uniforms = THREE.UniformsUtils.merge([
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THREE.UniformsLib['lights'],
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{
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'topColor': { value: new THREE.Color(0xffffff) },
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'groundColor': { value: new THREE.Color(0xbcd6e4) },
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'bottomColor': { value: new THREE.Color(0x07223b) },
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// 'bottomColor': { value: new THREE.Color(0x000000) },
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// 'groundColor': { value: new THREE.Color(0xff0000) },
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// 'bottomColor': { value: new THREE.Color(0x00ff00) },
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lightIntensity: { type: 'f', value: 1.0 }
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}
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])
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var buildingMat = new THREE.ShaderMaterial({
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uniforms: uniforms,
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vertexShader: BgVertex,
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fragmentShader: BuildingFragment,
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side: THREE.DoubleSide,
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lights: true
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})
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building.material = buildingMat
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// var uniforms = THREE.UniformsUtils.merge([
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// THREE.UniformsLib['lights'],
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// {
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// 'topColor': { value: new THREE.Color(0xffffff) },
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// 'groundColor': { value: new THREE.Color(0xbcd6e4) },
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// 'bottomColor': { value: new THREE.Color(0x07223b) },
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// // 'bottomColor': { value: new THREE.Color(0x000000) },
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// // 'groundColor': { value: new THREE.Color(0xff0000) },
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// // 'bottomColor': { value: new THREE.Color(0x00ff00) },
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// lightIntensity: { type: 'f', value: 1.0 }
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// }
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// ])
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// var buildingMat = new THREE.ShaderMaterial({
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// uniforms: uniforms,
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// vertexShader: BgVertex,
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// fragmentShader: BuildingFragment,
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// side: THREE.DoubleSide,
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// lights: true
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// })
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// building.material = buildingMat
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// create a classical material for building
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// let materialOpts = {
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// color: 0xffffff,
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// side: THREE.DoubleSide
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// // wireframe: true,
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// // transparent: true,
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// // opacity: 0.6
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// // renderOrder: 0
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// }
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// building.material = new THREE.MeshLambertMaterial(materialOpts)
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// let topColor = `hsla(201, 100%, 95%, 1)`
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let hTop = Math.round(195 + Math.random() * 10)
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let sTop = Math.round(100)
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let lTop = Math.round(95)
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let hFloor = Math.round(205 + Math.random() * 10)
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let sFloor = Math.round(40 + Math.random() * 20)
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let lFloor = Math.round(5 + Math.random() * 15)
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let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
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let bottomColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
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let gradientTexture = new THREE.CanvasTexture(this.createGradientCanvas(topColor, bottomColor))
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let materialOpts = {
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color: 0xffffff,
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side: THREE.DoubleSide,
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shininess: 30,
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map: gradientTexture
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// wireframe: true,
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// transparent: true,
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// opacity: 0.6
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// renderOrder: 0
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}
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building.material = new THREE.MeshPhongMaterial(materialOpts)
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// building.castShadow = true
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// building.receiveShadow = true
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@@ -228,6 +245,32 @@ export default {
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let buildingPos = { ...position }
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buildingPos.z -= 0.5 * size.z
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// let light = new THREE.PointLight(0xfcfcf9, 1)
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// var sun = new THREE.DirectionalLight(0xfcfcf9, 2)
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// sun.position.set(-150, 200, 110)
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let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let topOpts = {
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color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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// side: THREE.DoubleSide,
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shininess: 30
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}
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let topMat = new THREE.MeshPhongMaterial(topOpts)
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let topMesh = new THREE.Mesh(topGeom, topMat)
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let topPosition = { ...position }
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topPosition.y += 0.5 * size.y
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let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let floorOpts = {
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color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
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// side: THREE.DoubleSide,
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shininess: 10
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}
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let floorMat = new THREE.MeshPhongMaterial(floorOpts)
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let floorMesh = new THREE.Mesh(floorGeom, floorMat)
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let floorPosition = { ...position }
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floorPosition.y -= 0.5 * size.y
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return {
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block3d: null,
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// block_opts: materialOpts,
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@@ -244,8 +287,13 @@ export default {
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position: position,
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// geometry: geometry,
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// light: light,
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building: building,
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building_position: buildingPos,
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top_mesh: topMesh,
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top_position: topPosition,
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floor_mesh: floorMesh,
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floor_position: floorPosition,
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label_position: { x: 0, y: 0, z: 0 },
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color: 0xffffff,
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label_canvas: null,
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