custom shader for building gradian
This commit is contained in:
@@ -0,0 +1,33 @@
|
||||
// https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-coding-graphics-shaders--cms-23313
|
||||
uniform vec3 topColor;
|
||||
uniform vec3 groundColor;
|
||||
uniform vec3 bottomColor;
|
||||
varying vec3 vWorldPosition;
|
||||
void main() {
|
||||
float h = vWorldPosition.y;
|
||||
if(h > 0.0)
|
||||
{
|
||||
gl_FragColor = vec4(topColor,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// gl_FragColor = vec4(bottomColor,1.0);
|
||||
// h = h * -1.0;
|
||||
// float hh = abs(normalize( vWorldPosition ).y);
|
||||
gl_FragColor = vec4(
|
||||
mix(
|
||||
groundColor,
|
||||
bottomColor,
|
||||
min(abs(h)/100.0,1.0)
|
||||
// min(h/150.0 , 2.0)
|
||||
// max(
|
||||
// pow(
|
||||
// max( hh , 0.0),
|
||||
// exponent
|
||||
// ),
|
||||
// 0.0
|
||||
// )
|
||||
), 1.0
|
||||
);
|
||||
}
|
||||
}
|
||||
+37
-26
@@ -91,7 +91,9 @@ export default {
|
||||
// const envcolor = 0xffffff
|
||||
let renderer = new THREE.WebGLRenderer({ alpha: false, antialias: true })
|
||||
renderer.setClearColor(0x000000, 0)
|
||||
renderer.shadowMap.enabled = true
|
||||
// renderer.shadowMap.enabled = true
|
||||
// // to antialias the shadow
|
||||
// renderer.shadowMap.type = THREE.PCFSoftShadowMap
|
||||
|
||||
// scene obj is well overwrited but background color not visible
|
||||
let scene = new THREE.Scene()
|
||||
@@ -99,6 +101,8 @@ export default {
|
||||
// scene.fog = new THREE.Fog(new THREE.Color(0xffffff), 50, 200)
|
||||
// console.log('myScene', scene)
|
||||
|
||||
// scene.add(new THREE.AxesHelper(500))
|
||||
|
||||
// SKYDOME
|
||||
// https://github.com/mrdoob/three.js/blob/master/examples/webgl_lights_hemisphere.html
|
||||
// https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-coding-graphics-shaders--cms-23313
|
||||
@@ -113,7 +117,7 @@ export default {
|
||||
'waterexponent': { value: 0.6 }
|
||||
}
|
||||
// SphereBufferGeometry(radius : Float, widthSegments : Integer, heightSegments : Integer, phiStart : Float, phiLength : Float, thetaStart : Float, thetaLength : Float)
|
||||
var bgGeo = new THREE.SphereBufferGeometry(900, 32, 15, 0, 2 * Math.PI, 0, 0.5 * Math.PI)
|
||||
var bgGeo = new THREE.SphereBufferGeometry(700, 32, 15, 0, 2 * Math.PI, 0, 0.5 * Math.PI)
|
||||
var skyMat = new THREE.ShaderMaterial({
|
||||
uniforms: uniforms,
|
||||
vertexShader: BgVertex,
|
||||
@@ -135,33 +139,40 @@ export default {
|
||||
// SEA
|
||||
|
||||
// lights
|
||||
var ambient = new THREE.AmbientLight(0xfcfcf9, 0.5)
|
||||
scene.add(ambient)
|
||||
|
||||
var sun = new THREE.PointLight(0xfcfcf9, 2)
|
||||
// var sun = new THREE.DirectionalLight(0xfcfcf9, 2)
|
||||
sun.position.set(-150, 150, 110)
|
||||
sun.castShadows = true
|
||||
// sun.castShadow = true
|
||||
// sun.shadow.bias = -0.0001
|
||||
// sun.shadow.mapSize.width = 1024 * 4
|
||||
// sun.shadow.mapSize.height = 1024 * 4
|
||||
// sun.target.position.set(0, 0, 0)
|
||||
scene.add(sun)
|
||||
// scene.add(sun.target)
|
||||
|
||||
var sun2 = new THREE.PointLight(0xfcfcf9, 0.6)
|
||||
sun2.position.set(150, 150, 110)
|
||||
sun2.castShadows = true
|
||||
// sun2.target.position.set(0, 0, 0)
|
||||
scene.add(sun2)
|
||||
// scene.add(sun2.target)
|
||||
|
||||
var sun3 = new THREE.PointLight(0xfcfcf9, 0.6)
|
||||
sun3.position.set(0, 150, -110)
|
||||
sun3.castShadows = true
|
||||
// sun3.target.position.set(0, 0, 0)
|
||||
scene.add(sun3)
|
||||
// scene.add(sun2.target)
|
||||
|
||||
var sun4 = new THREE.PointLight(0xfcfcf9, 0.6)
|
||||
sun4.position.set(0, -150, -110)
|
||||
sun4.castShadows = true
|
||||
// sun4.target.position.set(0, 0, 0)
|
||||
scene.add(sun4)
|
||||
// scene.add(sun2.target)
|
||||
// var sun2 = new THREE.PointLight(0xfcfcf9, 0.6)
|
||||
// sun2.position.set(150, 150, 110)
|
||||
// // sun2.castShadow = true
|
||||
// // sun2.target.position.set(0, 0, 0)
|
||||
// scene.add(sun2)
|
||||
// // scene.add(sun2.target)
|
||||
//
|
||||
// var sun3 = new THREE.PointLight(0xfcfcf9, 0.6)
|
||||
// sun3.position.set(0, 150, -110)
|
||||
// // sun3.castShadow = true
|
||||
// // sun3.target.position.set(0, 0, 0)
|
||||
// scene.add(sun3)
|
||||
// // scene.add(sun2.target)
|
||||
//
|
||||
// var sun4 = new THREE.PointLight(0xfcfcf9, 0.6)
|
||||
// sun4.position.set(0, -150, -110)
|
||||
// // sun4.castShadow = true
|
||||
// // sun4.target.position.set(0, 0, 0)
|
||||
// scene.add(sun4)
|
||||
// // scene.add(sun2.target)
|
||||
|
||||
// RETURN DATA
|
||||
return {
|
||||
@@ -192,9 +203,9 @@ export default {
|
||||
raycaster: new THREE.Raycaster(),
|
||||
interactive_objects_names: ['Project', 'Content'],
|
||||
interactive_objects: [],
|
||||
light_opts: {
|
||||
castShadow: true
|
||||
},
|
||||
// light_opts: {
|
||||
// castShadow: true
|
||||
// },
|
||||
opened_vnode: null,
|
||||
content_data: null
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ export default {
|
||||
deg2rad (deg) {
|
||||
return deg * (Math.PI / 180)
|
||||
},
|
||||
createLabelCanvas (text, fontsize, sizefactore, txtcolor) {
|
||||
createLabelCanvas (text, fontsize, sizefactore, txtcolor, bgcolor) {
|
||||
// console.log('createLabelCanvas', this.data.Titre)
|
||||
const size = fontsize
|
||||
const borderSize = 5
|
||||
@@ -27,8 +27,10 @@ export default {
|
||||
ctx.font = font
|
||||
ctx.textBaseline = 'top'
|
||||
|
||||
// ctx.fillStyle = 'red'
|
||||
// ctx.fillRect(0, 0, width, height)
|
||||
if (bgcolor) {
|
||||
ctx.fillStyle = bgcolor
|
||||
ctx.fillRect(0, 0, width, height)
|
||||
}
|
||||
ctx.fillStyle = txtcolor
|
||||
for (var j = 0; j < lines.length; j++) {
|
||||
ctx.fillText(lines[j], borderSize, borderSize + j * size)
|
||||
|
||||
@@ -117,7 +117,7 @@ export default {
|
||||
}
|
||||
},
|
||||
created () {
|
||||
console.log('ContentBlock created', this.data)
|
||||
// console.log('ContentBlock created', this.data)
|
||||
let txtcolor = '#000000'
|
||||
// switch (this.type) {
|
||||
// case 'visible':
|
||||
@@ -138,44 +138,61 @@ export default {
|
||||
this.size.y = this.label_size.y + 0.2
|
||||
|
||||
let y = 0
|
||||
let top = this.prtPosition.y + this.prtSize.y / 2
|
||||
let floor = this.prtPosition.y - this.prtSize.y / 2
|
||||
switch (this.type) {
|
||||
case 'visible':
|
||||
y = (this.prtPosition.y + this.prtSize.y / 2) * Math.random()
|
||||
y = top * Math.random()
|
||||
break
|
||||
case 'context':
|
||||
y = (this.prtPosition.y - this.prtSize.y / 2) * Math.random()
|
||||
y = floor / 3 * Math.random()
|
||||
break
|
||||
case 'process':
|
||||
y = (this.prtPosition.y - this.prtSize.y / 2) * Math.random()
|
||||
y = floor / 3 + floor / 3 * Math.random()
|
||||
break
|
||||
case 'concept':
|
||||
y = (floor / 3) * 2 + floor / 3 * Math.random()
|
||||
break
|
||||
default:
|
||||
}
|
||||
this.position.y = y
|
||||
|
||||
let face = Math.random()
|
||||
if (face < 0.25) {
|
||||
// if (face < 0.25) {
|
||||
// // gauche
|
||||
// this.face = 'left'
|
||||
// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
|
||||
// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
|
||||
// this.rotation.y = 90
|
||||
// } else if (face >= 0.25 && face < 0.5) {
|
||||
// // fond
|
||||
// this.face = 'back'
|
||||
// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + 0.1
|
||||
// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + this.size.x / 2 + Math.random() * (this.prtSize.x - this.size.x / 2)
|
||||
// } else if (face >= 0.5 && face < 0.75) {
|
||||
// // droite
|
||||
// this.face = 'right'
|
||||
// this.position.x = this.prtPosition.x + this.prtSize.x / 2 - 0.1
|
||||
// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
|
||||
// this.rotation.y = -90
|
||||
// } else {
|
||||
// // face
|
||||
// this.face = 'front'
|
||||
// this.position.z = this.prtPosition.z + this.prtSize.z / 2 - 0.1
|
||||
// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + this.size.x / 2 + Math.random() * (this.prtSize.x - this.size.x / 2)
|
||||
// this.rotation.y = 180
|
||||
// }
|
||||
if (face < 0.5) {
|
||||
// gauche
|
||||
this.face = 'left'
|
||||
this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
|
||||
this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
|
||||
this.rotation.y = 90
|
||||
} else if (face >= 0.25 && face < 0.5) {
|
||||
// fond
|
||||
this.face = 'back'
|
||||
this.position.z = this.prtPosition.z - this.prtSize.z / 2 + 0.1
|
||||
this.position.x = this.prtPosition.x - this.prtSize.x / 2 + this.size.x / 2 + Math.random() * (this.prtSize.x - this.size.x / 2)
|
||||
} else if (face >= 0.5 && face < 0.75) {
|
||||
} else {
|
||||
// droite
|
||||
this.face = 'right'
|
||||
this.position.x = this.prtPosition.x + this.prtSize.x / 2 - 0.1
|
||||
this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
|
||||
this.rotation.y = -90
|
||||
} else {
|
||||
// face
|
||||
this.face = 'front'
|
||||
this.position.z = this.prtPosition.z + this.prtSize.z / 2 - 0.1
|
||||
this.position.x = this.prtPosition.x - this.prtSize.x / 2 + this.size.x / 2 + Math.random() * (this.prtSize.x - this.size.x / 2)
|
||||
this.rotation.y = 180
|
||||
}
|
||||
// this.label_position.x = this.position.x - this.size.x / 2 + this.label_size.x / 2 + 0.1
|
||||
// this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 0.1
|
||||
|
||||
@@ -32,6 +32,14 @@
|
||||
type="process"
|
||||
:data="item"
|
||||
/>
|
||||
<ContentBlock
|
||||
v-for="item in data.concepts"
|
||||
:key="item.id"
|
||||
:prtPosition="position"
|
||||
:prtSize="size"
|
||||
type="concept"
|
||||
:data="item"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
@@ -44,6 +52,9 @@ import { ThreeBSP } from 'three-js-csg-es6'
|
||||
import mixins from 'components/mixins'
|
||||
import ContentBlock from 'components/objects/ContentBlock'
|
||||
|
||||
import BgVertex from 'assets/glsl/BgVertex'
|
||||
import BuildingFragment from 'assets/glsl/BuildingFragment'
|
||||
|
||||
export default {
|
||||
name: 'Project',
|
||||
components: {
|
||||
@@ -58,39 +69,106 @@ export default {
|
||||
let size = { ...this.data.size }
|
||||
let position = { ...this.data.position }
|
||||
|
||||
let materialOpts = {
|
||||
color: 0xffffff,
|
||||
side: THREE.DoubleSide
|
||||
// wireframe: true,
|
||||
// transparent: true,
|
||||
// opacity: 0.6
|
||||
// renderOrder: 0
|
||||
}
|
||||
let material = new THREE.MeshLambertMaterial(materialOpts)
|
||||
|
||||
// http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
|
||||
console.log('ThreeBSP', ThreeBSP)
|
||||
// console.log('ThreeBSP', ThreeBSP)
|
||||
|
||||
let wallW = 0.001
|
||||
|
||||
let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
|
||||
let topMesh = new THREE.Mesh(topGeom)
|
||||
topMesh.position.y = -0.5 * size.y
|
||||
let topBSP = new ThreeBSP(topMesh)
|
||||
|
||||
let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
|
||||
let floorMesh = new THREE.Mesh(floorGeom)
|
||||
floorMesh.position.y = 0.5 * size.y
|
||||
let floorBSP = new ThreeBSP(floorMesh)
|
||||
|
||||
let backGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
|
||||
let backMesh = new THREE.Mesh(backGeom)
|
||||
backMesh.position.z = -0.5 * size.z
|
||||
let backBSP = new ThreeBSP(backMesh)
|
||||
|
||||
// dig windows on face and back
|
||||
let winW = 4
|
||||
let winH = 8
|
||||
let margin = 2
|
||||
let nbrWinX = 0
|
||||
let paddingX = 0
|
||||
let a = 0
|
||||
// removing windows until padding is enough
|
||||
while (paddingX < 0.4) {
|
||||
nbrWinX = Math.floor((size.x - 2 * margin) / winW) - a
|
||||
paddingX = (size.x - 2 * margin - winW * nbrWinX) / (nbrWinX - 1)
|
||||
a++
|
||||
}
|
||||
// console.log('paddingX', paddingX)
|
||||
let nbrWinY = 0
|
||||
let paddingY = 0
|
||||
a = 0
|
||||
// removing windows until padding is enough
|
||||
while (paddingY < 0.4) {
|
||||
nbrWinY = Math.floor((size.y - 2 * margin) / winH) - a
|
||||
paddingY = (size.y - 2 * margin - winH * nbrWinY) / (nbrWinY - 1)
|
||||
a++
|
||||
}
|
||||
let winGeom = new THREE.BoxGeometry(winW, winH, wallW)
|
||||
let winMesh, winBSP
|
||||
for (var i = 0; i < nbrWinX; i++) {
|
||||
for (var j = 0; j < nbrWinY; j++) {
|
||||
// back
|
||||
winMesh = new THREE.Mesh(winGeom)
|
||||
winMesh.position.z = -0.5 * size.z
|
||||
winMesh.position.x = -0.5 * size.x + margin + winW * 0.5 + i * (winW + paddingX)
|
||||
winMesh.position.y = 0.5 * size.y - margin - winH * 0.5 - j * (winH + paddingY)
|
||||
winBSP = new ThreeBSP(winMesh)
|
||||
backBSP = backBSP.subtract(winBSP)
|
||||
}
|
||||
}
|
||||
|
||||
// let abovewWaterH = position.y + size.y / 2
|
||||
// let underWaterHThd = (-1 * position.y - size.y / 2) / 3
|
||||
// let levelH = 4
|
||||
// let levelGeom = new THREE.BoxGeometry(size.x, levelH, wallW)
|
||||
// let levelMesh, levelBSP
|
||||
// for (var l = 0; l < 2; l++) {
|
||||
// levelMesh = new THREE.Mesh(levelGeom)
|
||||
// levelMesh.position.z = -0.5 * size.z
|
||||
// levelMesh.position.y = 0.5 * size.y - abovewWaterH - underWaterHThd - underWaterHThd * l + levelH * 0.5
|
||||
// levelBSP = new ThreeBSP(levelMesh)
|
||||
// backBSP = backBSP.union(levelBSP)
|
||||
// }
|
||||
|
||||
backMesh = backBSP.toMesh()
|
||||
let faceMesh = backMesh.clone()
|
||||
faceMesh.position.z = 0.5 * size.z
|
||||
let faceBSP = new ThreeBSP(faceMesh)
|
||||
|
||||
let rightGeom = new THREE.BoxGeometry(wallW, size.y, size.z)
|
||||
let rightMesh = new THREE.Mesh(rightGeom)
|
||||
rightMesh.position.x = 0.5 * size.x
|
||||
// rightMesh.position.z = 0.5 * size.z
|
||||
let rightBSP = new ThreeBSP(rightMesh)
|
||||
|
||||
let faceGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
|
||||
let faceMesh = new THREE.Mesh(faceGeom)
|
||||
faceMesh.position.z = 0.5 * size.z
|
||||
let faceBSP = new ThreeBSP(faceMesh)
|
||||
// WE MAY NO NEED TO DIG WINDOWS ON SIDE WALLS
|
||||
// // dig windows on right
|
||||
// let nbrWinZ = Math.floor((size.z - 2 * margin) / winW)
|
||||
// let paddingZ = (size.z - 2 * margin - winW * nbrWinZ) / (nbrWinX - 1)
|
||||
// winGeom = new THREE.BoxGeometry(wallW, winH, winW)
|
||||
// for (i = 0; i < nbrWinZ; i++) {
|
||||
// for (j = 0; j < nbrWinY; j++) {
|
||||
// // right
|
||||
// winMesh = new THREE.Mesh(winGeom)
|
||||
// winMesh.position.x = 0.5 * size.x
|
||||
// winMesh.position.z = -0.5 * size.z + margin + winW * 0.5 + i * (winW + paddingZ)
|
||||
// winMesh.position.y = 0.5 * size.y - margin - winH * 0.5 - j * (winH + paddingY)
|
||||
// winBSP = new ThreeBSP(winMesh)
|
||||
// rightBSP = rightBSP.subtract(winBSP)
|
||||
// }
|
||||
// }
|
||||
// rightMesh = rightBSP.toMesh()
|
||||
|
||||
let leftGeom = new THREE.BoxGeometry(wallW, size.y, size.z)
|
||||
let leftMesh = new THREE.Mesh(leftGeom)
|
||||
let leftMesh = rightMesh.clone()
|
||||
leftMesh.position.x = -0.5 * size.x
|
||||
// leftMesh.position.z = 0.5 * size.z
|
||||
let leftBSP = new ThreeBSP(leftMesh)
|
||||
@@ -98,17 +176,47 @@ export default {
|
||||
let buildingBSP = backBSP.union(rightBSP)
|
||||
buildingBSP = buildingBSP.union(faceBSP)
|
||||
buildingBSP = buildingBSP.union(leftBSP)
|
||||
buildingBSP = buildingBSP.union(topBSP)
|
||||
buildingBSP = buildingBSP.union(floorBSP)
|
||||
|
||||
let holeGeom = new THREE.BoxGeometry(1000, 5, 5)
|
||||
let holeMesh = new THREE.Mesh(holeGeom)
|
||||
holeMesh.position.y = 50
|
||||
let holeBSP = new ThreeBSP(holeMesh)
|
||||
|
||||
buildingBSP = buildingBSP.subtract(holeBSP)
|
||||
|
||||
// convert back to three.js mesh
|
||||
let building = buildingBSP.toMesh()
|
||||
building.material = material
|
||||
// building.geometry.computeVertexNormals()
|
||||
|
||||
// create a custom shaderMaterial to had gradian colors
|
||||
var uniforms = THREE.UniformsUtils.merge([
|
||||
THREE.UniformsLib['lights'],
|
||||
{
|
||||
'topColor': { value: new THREE.Color(0xffffff) },
|
||||
'groundColor': { value: new THREE.Color(0xbcd6e4) },
|
||||
'bottomColor': { value: new THREE.Color(0x07223b) },
|
||||
// 'bottomColor': { value: new THREE.Color(0x000000) },
|
||||
// 'groundColor': { value: new THREE.Color(0xff0000) },
|
||||
// 'bottomColor': { value: new THREE.Color(0x00ff00) },
|
||||
lightIntensity: { type: 'f', value: 1.0 }
|
||||
}
|
||||
])
|
||||
var buildingMat = new THREE.ShaderMaterial({
|
||||
uniforms: uniforms,
|
||||
vertexShader: BgVertex,
|
||||
fragmentShader: BuildingFragment,
|
||||
side: THREE.DoubleSide,
|
||||
lights: true
|
||||
})
|
||||
building.material = buildingMat
|
||||
|
||||
// create a classical material for building
|
||||
// let materialOpts = {
|
||||
// color: 0xffffff,
|
||||
// side: THREE.DoubleSide
|
||||
// // wireframe: true,
|
||||
// // transparent: true,
|
||||
// // opacity: 0.6
|
||||
// // renderOrder: 0
|
||||
// }
|
||||
// building.material = new THREE.MeshLambertMaterial(materialOpts)
|
||||
|
||||
// building.castShadow = true
|
||||
// building.receiveShadow = true
|
||||
|
||||
// let buildingGeom = fromCSG(boxCSG)
|
||||
// buildingGeom.computeVertexNormals()
|
||||
@@ -119,8 +227,6 @@ export default {
|
||||
//
|
||||
let buildingPos = { ...position }
|
||||
buildingPos.z -= 0.5 * size.z
|
||||
// building.castShadow = true
|
||||
// building.receiveShadow = true
|
||||
|
||||
return {
|
||||
block3d: null,
|
||||
@@ -160,7 +266,7 @@ export default {
|
||||
created () {
|
||||
console.log('Project created: data', this, this.data)
|
||||
|
||||
this.label_canvas = this.createLabelCanvas(this.data.Titre.replace(/ /g, '\n').toUpperCase(), 48, 21, '#000000')
|
||||
this.label_canvas = this.createLabelCanvas(this.data.Titre.replace(/ /g, '\n').toUpperCase(), 48, 21, '#000000', '#ffffff')
|
||||
this.label_position.x = this.position.x - this.size.x / 2 + this.label_size.x / 2 + 1
|
||||
this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 1
|
||||
this.label_position.z = this.position.z + this.size.z / 2 + 0.5
|
||||
@@ -171,6 +277,9 @@ export default {
|
||||
// record self references
|
||||
|
||||
this.block3d = this.$refs.block3d.curObj
|
||||
// this.block3d.castShadow = true
|
||||
// this.block3d.receiveShadow = true
|
||||
|
||||
this.block3d.userData = {
|
||||
vnode: this
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user