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webgl_geometry_colors_lookuptable.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - lookup table</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #444;
}
a {
color: red;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - lookup table<br/>
vertex color values from a range of data values
</div>
<div id="container"></div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { Lut } from 'three/addons/math/Lut.js';
let container;
let perpCamera, orthoCamera, renderer, lut;
let mesh, sprite;
let scene, uiScene;
let params;
init();
function init() {
container = document.getElementById( 'container' );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
uiScene = new THREE.Scene();
lut = new Lut();
const width = window.innerWidth;
const height = window.innerHeight;
perpCamera = new THREE.PerspectiveCamera( 60, width / height, 1, 100 );
perpCamera.position.set( 0, 0, 10 );
scene.add( perpCamera );
orthoCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 1, 2 );
orthoCamera.position.set( 0.5, 0, 1 );
sprite = new THREE.Sprite( new THREE.SpriteMaterial( {
map: new THREE.CanvasTexture( lut.createCanvas() )
} ) );
sprite.scale.x = 0.125;
uiScene.add( sprite );
mesh = new THREE.Mesh( undefined, new THREE.MeshLambertMaterial( {
side: THREE.DoubleSide,
color: 0xF5F5F5,
vertexColors: true
} ) );
scene.add( mesh );
params = {
colorMap: 'rainbow',
};
loadModel( );
const pointLight = new THREE.PointLight( 0xffffff, 1 );
perpCamera.add( pointLight );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.autoClear = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( width, height );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
const controls = new OrbitControls( perpCamera, renderer.domElement );
controls.addEventListener( 'change', render );
const gui = new GUI();
gui.add( params, 'colorMap', [ 'rainbow', 'cooltowarm', 'blackbody', 'grayscale' ] ).onChange( function () {
updateColors();
render();
} );
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
perpCamera.aspect = width / height;
perpCamera.updateProjectionMatrix();
renderer.setSize( width, height );
render();
}
function render() {
renderer.clear();
renderer.render( scene, perpCamera );
renderer.render( uiScene, orthoCamera );
}
function loadModel( ) {
const loader = new THREE.BufferGeometryLoader();
loader.load( 'models/json/pressure.json', function ( geometry ) {
geometry.center();
geometry.computeVertexNormals();
// default color attribute
const colors = [];
for ( let i = 0, n = geometry.attributes.position.count; i < n; ++ i ) {
colors.push( 1, 1, 1 );
}
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
mesh.geometry = geometry;
updateColors();
render();
} );
}
function updateColors() {
lut.setColorMap( params.colorMap );
lut.setMax( 2000 );
lut.setMin( 0 );
const geometry = mesh.geometry;
const pressures = geometry.attributes.pressure;
const colors = geometry.attributes.color;
for ( let i = 0; i < pressures.array.length; i ++ ) {
const colorValue = pressures.array[ i ];
const color = lut.getColor( colorValue );
if ( color === undefined ) {
console.log( 'Unable to determine color for value:', colorValue );
} else {
colors.setXYZ( i, color.r, color.g, color.b );
}
}
colors.needsUpdate = true;
const map = sprite.material.map;
lut.updateCanvas( map.image );
map.needsUpdate = true;
}
</script>
</body>
</html>