├── .npmignore
├── README.md
├── barycentric
├── scaled.glsl
└── unscaled.glsl
├── cartesian
├── scaled.glsl
└── unscaled.glsl
├── docs
├── barycentric.html
├── cartesian.html
├── demo.html
└── images
│ ├── barycentric.png
│ └── cartesian.png
├── examples
├── barycentric.js
├── cartesian.js
└── demo.js
├── index.js
└── package.json
/.npmignore:
--------------------------------------------------------------------------------
1 | examples
2 | test
3 | docs
4 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # glsl-solid-wireframe
2 |
3 | > draw wireframes on a triangular mesh using a fragment shader
4 |
5 | This module uses barycentric coordinates to draw a wireframe on a solid triangular mesh. Alternatively, it will simply draw grid lines at integer component values of a float- or vector-valued variable which you give it.
6 |
7 | You can see a detailed explanation of the technique [here](http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/). It uses [`OES_standard_derivatives`](https://www.khronos.org/registry/gles/extensions/OES/OES_standard_derivatives.txt) to scale the lines to a uniform width, but also exposes a basic fallback that scales lines relative to the size of the triangle in case `OES_standard_derivatives` is not available. (The fallback is pretty bad.) [Support for `OES_standard_derivatives` is 96% for mobile and 99% across the board](http://webglstats.com/webgl/extension/OES_standard_derivatives).
8 |
9 | Please ***do not*** confuse it with nVidia's [Solid Wireframe technique](http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf). That technique uses a geometry shader so will not be available in WebGL any time soon. The convenience function used here to generate barycentric coordinates produces a similar result but duplicates and expands the geometry to achieve it. It's real wasteful. Not perfect.
10 |
11 | ## Example
12 |
13 |
14 |
15 |
16 |
17 |
18 | Barycentric coordinate based mesh. See demo →
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 | Cartesian coordinate based mesh using 5 * position.xy
as the input. See demo →
27 |
28 |
29 | Or see an interactive demo [here](http://rreusser.github.io/glsl-solid-wireframe/demo.html). Code using [regl](https://github.com/regl-project/regl) to draw a barycentric triangular mesh is below.
30 |
31 | ```javascript
32 | const regl = require('regl')({extensions: ['oes_standard_derivatives']});
33 | const glsl = require('glslify');
34 | const camera = require('regl-camera')(regl);
35 | const mesh = require('glsl-solid-wireframe')(require('bunny'));
36 |
37 | const draw = regl({
38 | frag: glsl`
39 | #extension GL_OES_standard_derivatives : enable
40 | precision mediump float;
41 | #pragma glslify: grid = require(glsl-solid-wireframe/barycentric/scaled)
42 | varying vec2 b;
43 | void main () {
44 | gl_FragColor = vec4(vec3(grid(b, 1.0)), 1);
45 | }
46 | `,
47 | vert: `
48 | precision mediump float;
49 | uniform mat4 projection, view;
50 | attribute vec3 position;
51 | attribute vec2 barycentric;
52 | varying vec2 b;
53 | void main () {
54 | b = barycentric;
55 | gl_Position = projection * view * vec4(position, 1);
56 | }
57 | `,
58 | attributes: {
59 | position: mesh.positions,
60 | barycentric: mesh.barycentric
61 | },
62 | elements: mesh.cells,
63 | });
64 |
65 | regl.frame(() => {
66 | regl.clear({color: [1, 1, 1, 1], depth: 1});
67 | camera(draw);
68 | });
69 | ```
70 |
71 | ## API
72 |
73 | ### Installation
74 |
75 | ```bash
76 | $ npm install glsl-solid-wireframe
77 | ```
78 |
79 | ### JavaScript API
80 |
81 | In order to use the barycentric wireframe shader, each triangle must have a `vec2` vertex attribute that is `[0, 0]` in one corner, `[1, 0]` in the second, and `[0, 1]` in the third. Since assigning these attributes without duplicating the mesh is not a straightforward assignment problem, the module exports a function that simply expands the mesh and assigns the proper attributes. The extra storage may be prohibitive, but you certainly don't need to use this convenience function in order to use the shaders. You may be able to do better (PR welcome!) or barycentric coordinate assignment may simply be trivial for your geometry.
82 |
83 | ### var wmesh = require('glsl-solid-wireframe')(mesh[, opts = {}])
84 |
85 | Create a wireframe mesh given an existing triangular mesh.
86 |
87 | The input must be a simplicial complex consisting of `positions` and `cells`.
88 |
89 | The wireframe mesh has these properties:
90 | - `wmesh.positions`: an array of `[x, y, z]` vertex arrays
91 | - `wmesh.cells`: an array of triangle indices
92 | - `wmesh.attributes`: extra attributes transferred from the input. See below.
93 |
94 | You may optionally provide `opts.attributes`. If you do, the attribute references will be copied for each element into a new list of vertex attribute arrays.
95 |
96 | ### glslify API
97 |
98 | To require the modules via [glslify](https://github.com/stackgl/glslify):
99 |
100 | ```glsl
101 | #pragma glslify bary_wire_scaled = require(glsl-solid-wireframe/barycentric/scaled)
102 | #pragma glslify bary_wire_unscaled = require(glsl-solid-wireframe/barycentric/unscaled)
103 | #pragma glslify cart_wire_scaled = require(glsl-solid-wireframe/cartesian/scaled)
104 | #pragma glslify cart_wire_unscaled = require(glsl-solid-wireframe/cartesian/unscaled)
105 | ```
106 |
107 | #### `float bary_wire_scaled(vec2 b, float width[, float feather = 0.5])`
108 |
109 | Returns 0.0 on the grid lines and 1.0 on the rest of the triangle. `b` is the `varying vec2` barycentric coordinate, `width` is the width of the grid lines in pixels, and `feather` is the radius on either side of `width` over which to transition in order to avoid sharp aliasing. `feather` must be strictly greater than zero to avoid inequality fighting issues with `smoothstep`. In order to use this shader, `OES_standard_derivatives` must be available so this function is only available in a fragment shader.
110 |
111 | #### `float bary_wire_unscaled(vec2 b, float width[, float feather = 0.5])`
112 |
113 | Returns 0.0 on the grid lines and 1.0 on the rest of the triangle. `b` is the `varying vec2` barycentric coordinate, `width` is the width of the grid lines where `0.0` shows no lines at all and `1.0` causes all three lines to meet in the center, and `feather` is the radius on either side of `width` over which to transition in order to avoid sharp aliasing. `feather` must be strictly greater than zero to avoid inequality fighting issues with `smoothstep`. This shader does not use `OES_standard_derivatives`.
114 |
115 | #### `float cart_wire_scaled(genType f, float width[, float feather = 0.5])`
116 |
117 | Returns 0.0 on the grid lines and 1.0 on the rest of the triangle. `f` is a `float`, `vec2`, `vec3`, or `vec4`. Grid lines will appear at integer values of any of the components. `width` is the width of the grid lines in pixels, and `feather` is the radius on either side of `width` over which to transition in order to avoid sharp aliasing. `feather` must be strictly greater than zero to avoid inequality fighting issues with `smoothstep`. In order to use this shader, `OES_standard_derivatives` must be available so that this is only available in a fragment shader.
118 |
119 | #### `float cart_wire_unscaled(genType f, float width[, float feather = 0.5])`
120 |
121 | Returns 0.0 on the grid lines and 1.0 on the rest of the triangle. `f` is a `float`, `vec2`, `vec3`, or `vec4`. Grid lines will appear at integer values of any of components. `width` is the width of the grid lines where `0.0` shows no lines at all and `1.0` causes all three lines to meet in the center, and `feather` is the radius on either side of `width` over which to transition in order to avoid sharp aliasing. `feather` must be strictly greater than zero to avoid inequality fighting issues with `smoothstep`. This shader does not use `OES_standard_derivatives`.
122 |
123 | ## See also
124 |
125 | - [screen-projected-lines](https://github.com/substack/screen-projected-lines)
126 |
127 | ## License
128 | © Ricky Reusser 2016. MIT License.
129 |
--------------------------------------------------------------------------------
/barycentric/scaled.glsl:
--------------------------------------------------------------------------------
1 | float gridFactor (vec2 vBC, float width, float feather) {
2 | float w1 = width - feather * 0.5;
3 | vec3 bary = vec3(vBC.x, vBC.y, 1.0 - vBC.x - vBC.y);
4 | vec3 d = fwidth(bary);
5 | vec3 a3 = smoothstep(d * w1, d * (w1 + feather), bary);
6 | return min(min(a3.x, a3.y), a3.z);
7 | }
8 |
9 | float gridFactor (vec2 vBC, float width) {
10 | vec3 bary = vec3(vBC.x, vBC.y, 1.0 - vBC.x - vBC.y);
11 | vec3 d = fwidth(bary);
12 | vec3 a3 = smoothstep(d * (width - 0.5), d * (width + 0.5), bary);
13 | return min(min(a3.x, a3.y), a3.z);
14 | }
15 |
16 | #pragma glslify: export(gridFactor)
17 |
--------------------------------------------------------------------------------
/barycentric/unscaled.glsl:
--------------------------------------------------------------------------------
1 | float gridFactor (vec2 vBC, float width, float feather) {
2 | vec3 bary = vec3(vBC.x, vBC.y, 1.0 - vBC.x - vBC.y) * 3.0;
3 | vec3 a3 = smoothstep(vec3(width - feather), vec3(width + feather), bary);
4 | return min(min(a3.x, a3.y), a3.z);
5 | }
6 |
7 | float gridFactor (vec2 vBC, float width) {
8 | vec3 bary = vec3(vBC.x, vBC.y, 1.0 - vBC.x - vBC.y) * 3.0;
9 | vec3 a3 = smoothstep(vec3(width - 0.05), vec3(width + 0.05), bary);
10 | return min(min(a3.x, a3.y), a3.z);
11 | }
12 |
13 | #pragma glslify: export(gridFactor)
14 |
--------------------------------------------------------------------------------
/cartesian/scaled.glsl:
--------------------------------------------------------------------------------
1 | float gridFactor (float parameter, float width, float feather) {
2 | float w1 = width - feather * 0.5;
3 | float d = fwidth(parameter);
4 | float looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
5 | return smoothstep(d * w1, d * (w1 + feather), looped);
6 | }
7 |
8 | float gridFactor (vec2 parameter, float width, float feather) {
9 | float w1 = width - feather * 0.5;
10 | vec2 d = fwidth(parameter);
11 | vec2 looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
12 | vec2 a2 = smoothstep(d * w1, d * (w1 + feather), looped);
13 | return min(a2.x, a2.y);
14 | }
15 |
16 | float gridFactor (vec3 parameter, float width, float feather) {
17 | float w1 = width - feather * 0.5;
18 | vec3 d = fwidth(parameter);
19 | vec3 looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
20 | vec3 a3 = smoothstep(d * w1, d * (w1 + feather), looped);
21 | return min(min(a3.x, a3.y), a3.z);
22 | }
23 |
24 | float gridFactor (vec4 parameter, float width, float feather) {
25 | float w1 = width - feather * 0.5;
26 | vec4 d = fwidth(parameter);
27 | vec4 looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
28 | vec4 a4 = smoothstep(d * w1, d * (w1 + feather), looped);
29 | return min(min(min(a4.x, a4.y), a4.z), a4.w);
30 | }
31 |
32 | float gridFactor (float parameter, float width) {
33 | float d = fwidth(parameter);
34 | float looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
35 | return smoothstep(d * (width - 0.5), d * (width + 0.5), looped);
36 | }
37 |
38 | float gridFactor (vec2 parameter, float width) {
39 | vec2 d = fwidth(parameter);
40 | vec2 looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
41 | vec2 a2 = smoothstep(d * (width - 0.5), d * (width + 0.5), looped);
42 | return min(a2.x, a2.y);
43 | }
44 |
45 | float gridFactor (vec3 parameter, float width) {
46 | vec3 d = fwidth(parameter);
47 | vec3 looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
48 | vec3 a3 = smoothstep(d * (width - 0.5), d * (width + 0.5), looped);
49 | return min(min(a3.x, a3.y), a3.z);
50 | }
51 |
52 | float gridFactor (vec4 parameter, float width) {
53 | vec4 d = fwidth(parameter);
54 | vec4 looped = 0.5 - abs(mod(parameter, 1.0) - 0.5);
55 | vec4 a4 = smoothstep(d * (width - 0.5), d * (width + 0.5), looped);
56 | return min(min(min(a4.x, a4.y), a4.z), a4.z);
57 | }
58 |
59 | #pragma glslify: export(gridFactor)
60 |
--------------------------------------------------------------------------------
/cartesian/unscaled.glsl:
--------------------------------------------------------------------------------
1 | float gridFactor (float parameter, float width, float feather) {
2 | float l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
3 | return smoothstep(width - feather, width + feather, l);
4 | }
5 |
6 | float gridFactor (vec2 parameter, float width, float feather) {
7 | vec2 l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
8 | vec2 a2 = smoothstep(width - feather, width + feather, l);
9 | return min(a2.x, a2.y);
10 | }
11 |
12 | float gridFactor (vec3 parameter, float width, float feather) {
13 | vec3 l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
14 | vec3 a3 = smoothstep(width - feather, width + feather, l);
15 | return min(min(a3.x, a3.y), a3.z);
16 | }
17 |
18 | float gridFactor (vec4 parameter, float width, float feather) {
19 | vec4 l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
20 | vec4 a4 = smoothstep(width - feather, width + feather, l);
21 | return min(min(min(a4.x, a4.y), a4.z), a4.w);
22 | }
23 |
24 | float gridFactor (float parameter, float width) {
25 | float l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
26 | return smoothstep(width - 0.05, width + 0.05, l);
27 | }
28 |
29 | float gridFactor (vec2 parameter, float width) {
30 | vec2 l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
31 | vec2 a2 = smoothstep(width - 0.05, width + 0.05, l);
32 | return min(a2.x, a2.y);
33 | }
34 |
35 | float gridFactor (vec3 parameter, float width) {
36 | vec3 l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
37 | vec3 a3 = smoothstep(width - 0.05, width + 0.05, l);
38 | return min(min(a3.x, a3.y), a3.z);
39 | }
40 |
41 | float gridFactor (vec4 parameter, float width) {
42 | vec4 l = 1.0 - 2.0 * abs(mod(parameter, 1.0) - 0.5);
43 | vec4 a4 = smoothstep(width - 0.05, width + 0.05, l);
44 | return min(min(min(a4.x, a4.y), a4.z), a4.w);
45 | }
46 |
47 | #pragma glslify: export(gridFactor)
48 |
--------------------------------------------------------------------------------
/docs/images/barycentric.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/rreusser/glsl-solid-wireframe/9ce770c39a4f3759d7cad70f1b4b470f426bf836/docs/images/barycentric.png
--------------------------------------------------------------------------------
/docs/images/cartesian.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/rreusser/glsl-solid-wireframe/9ce770c39a4f3759d7cad70f1b4b470f426bf836/docs/images/cartesian.png
--------------------------------------------------------------------------------
/examples/barycentric.js:
--------------------------------------------------------------------------------
1 | const regl = require('regl')({
2 | extensions: ['oes_standard_derivatives']
3 | });
4 | const glsl = require('glslify');
5 | document.querySelector('canvas').addEventListener('mousewheel', e => e.preventDefault());
6 | const camera = require('regl-camera')(regl, {distance: 15, center: [0, 4, 0], theta: 1.9, phi: 0.3});
7 | const mesh = require('../')(require('bunny'));
8 |
9 | const draw = regl({
10 | frag: glsl`
11 | #extension GL_OES_standard_derivatives : enable
12 | precision mediump float;
13 | #pragma glslify: grid = require(../barycentric/scaled)
14 | varying vec2 b;
15 | void main () {
16 | gl_FragColor = vec4(vec3(grid(b, 1.0)), 1);
17 | }
18 | `,
19 | vert: `
20 | precision mediump float;
21 | uniform mat4 projection, view;
22 | attribute vec3 position;
23 | attribute vec2 barycentric;
24 | varying vec2 b;
25 | void main () {
26 | b = barycentric;
27 | gl_Position = projection * view * vec4(position, 1);
28 | }
29 | `,
30 | attributes: {
31 | position: mesh.positions,
32 | barycentric: mesh.barycentric
33 | },
34 | elements: mesh.cells,
35 | });
36 |
37 | regl.frame(function () {
38 | regl.clear({color: [1, 1, 1, 0], depth: 1});
39 | camera(draw);
40 | });
41 |
--------------------------------------------------------------------------------
/examples/cartesian.js:
--------------------------------------------------------------------------------
1 | const regl = require('regl')({
2 | extensions: ['oes_standard_derivatives']
3 | });
4 | const glsl = require('glslify');
5 | document.querySelector('canvas').addEventListener('mousewheel', e => e.preventDefault());
6 | const camera = require('regl-camera')(regl, {distance: 15, center: [0, 4, 0], theta: 1.9, phi: 0.3});
7 | const mesh = require('bunny');
8 |
9 | const draw = regl({
10 | frag: glsl`
11 | #extension GL_OES_standard_derivatives : enable
12 | precision mediump float;
13 | #pragma glslify: grid = require(../cartesian/scaled)
14 | varying vec3 p;
15 | void main () {
16 | gl_FragColor = vec4(vec3(grid(p.xy * 5.0, 1.0)), 1);
17 | }
18 | `,
19 | vert: `
20 | precision mediump float;
21 | uniform mat4 projection, view;
22 | attribute vec3 position;
23 | varying vec3 p;
24 | void main () {
25 | p = position;
26 | gl_Position = projection * view * vec4(position, 1);
27 | }
28 | `,
29 | attributes: {
30 | position: mesh.positions,
31 | },
32 | elements: mesh.cells,
33 | });
34 |
35 | regl.frame(function () {
36 | regl.clear({color: [1, 1, 1, 0], depth: 1});
37 | camera(draw);
38 | });
39 |
--------------------------------------------------------------------------------
/examples/demo.js:
--------------------------------------------------------------------------------
1 | var glsl = require('glslify');
2 | var wireframe = require('../');
3 | var extend = require('xtend/mutable');
4 | var bunny = require('bunny');
5 |
6 | var regl = require('regl')({extensions: ['oes_standard_derivatives']});
7 | var camera = require('regl-camera')(regl, {
8 | distance: 20,
9 | center: [0, 5, 0],
10 | theta: Math.PI * 0.5,
11 | phi: 0.0
12 | });
13 |
14 | var params = {
15 | type: 'barycentric',
16 | standardDeriv: true,
17 | cartesianX: 1.0,
18 | cartesianY: 1.0,
19 | cartesianZ: 1.0,
20 | width: 1.0,
21 | feather: 0.5,
22 | };
23 |
24 | var panel = require('h')('div');
25 | document.querySelector('canvas').addEventListener('mousewheel', e => e.preventDefault());
26 | document.body.appendChild(panel);
27 | panel.addEventListener('mousewheel', e => e.stopPropagation());
28 | panel.addEventListener('mousemove', e => e.stopPropagation());
29 | panel.addEventListener('mousedown', e => e.stopPropagation());
30 | panel.addEventListener('mouseup', e => e.stopPropagation());
31 |
32 | require('control-panel')([
33 | {type: 'select', label: 'type', initial: params.type, options: ['barycentric', 'cartesian']},
34 | {type: 'checkbox', label: 'standardDeriv', initial: params.standardDeriv},
35 | {type: 'range', label: 'width', initial: params.width, min: 0.0, max: 5.0, step: 0.01},
36 | {type: 'range', label: 'feather', initial: params.feather, min: 0.0, max: 5.0, step: 0.01},
37 | {type: 'range', label: 'cartesianX', initial: params.cartesianX, min: 0.0, max: 5.0, step: 0.1},
38 | {type: 'range', label: 'cartesianY', initial: params.cartesianY, min: 0.0, max: 5.0, step: 0.1},
39 | {type: 'range', label: 'cartesianZ', initial: params.cartesianZ, min: 0.0, max: 5.0, step: 0.1},
40 | ], {root: panel}).on('input', data => extend(params, data));
41 |
42 | var draw = makeDrawCmd(regl)
43 | regl.frame(function () {
44 | regl.clear({color: [0.2, 0.2, 0.2, 1], depth: 1});
45 | setParams(params, () => {
46 | camera(() => {
47 | draw[params.type][params.standardDeriv ? 'scaled' : 'unscaled']();
48 | });
49 | });
50 | })
51 |
52 | var setParams = regl({
53 | uniforms: {
54 | cartesianX: (c, p) => p.cartesianX,
55 | cartesianY: (c, p) => p.cartesianY,
56 | cartesianZ: (c, p) => p.cartesianZ,
57 | width: (c, p) => p.width,
58 | feather: (c, p) => Math.max(p.feather, 1e-4),
59 | feather: (c, p) => p.feather,
60 | }
61 | });
62 |
63 | function makeDrawCmd (regl) {
64 | var mesh = wireframe(bunny, {
65 | attributes: {
66 | positions: bunny.positions
67 | }
68 | });
69 |
70 | function makeCmd(frag) {
71 | return regl({
72 | frag: frag,
73 | vert: `
74 | precision mediump float;
75 | uniform mat4 projection, view;
76 | attribute vec3 position;
77 | attribute vec2 barycentric;
78 | varying vec3 p;
79 | varying vec2 b;
80 | void main () {
81 | b = barycentric;
82 | p = position;
83 | gl_Position = projection * view * vec4(position, 1);
84 | }
85 | `,
86 | attributes: {
87 | position: mesh.positions,
88 | barycentric: mesh.barycentric
89 | },
90 | elements: mesh.cells,
91 | })
92 | }
93 |
94 | return {
95 | barycentric: {
96 | scaled: makeCmd(glsl`
97 | #extension GL_OES_standard_derivatives : enable
98 | precision mediump float;
99 | #pragma glslify: grid=require(../barycentric/scaled)
100 | varying vec2 b;
101 | uniform float width, feather;
102 | void main () {
103 | float g = grid(b, width, feather);
104 | gl_FragColor = vec4(mix(vec3(0), vec3(0.8), g), 1);
105 | }
106 | `),
107 | unscaled: makeCmd(glsl`
108 | precision mediump float;
109 | #pragma glslify: grid=require(../barycentric/unscaled)
110 | varying vec2 b;
111 | uniform float width, feather;
112 | void main () {
113 | float g = grid(b, width, feather);
114 | gl_FragColor = vec4(mix(vec3(0), vec3(0.8), g), 1);
115 | }
116 | `),
117 | },
118 | cartesian: {
119 | scaled: makeCmd(glsl`
120 | #extension GL_OES_standard_derivatives : enable
121 | precision mediump float;
122 | #pragma glslify: grid=require(../cartesian/scaled)
123 | varying vec2 b;
124 | varying vec3 p;
125 | uniform float cartesianX, cartesianY, cartesianZ;
126 | uniform float width, feather;
127 | void main () {
128 | float g = grid(
129 | vec3(
130 | cartesianX > 0.0 ? p.x * cartesianX : 0.5,
131 | cartesianY > 0.0 ? p.y * cartesianY : 0.5,
132 | cartesianZ > 0.0 ? p.z * cartesianZ : 0.5
133 | ), width, feather);
134 | gl_FragColor = vec4(mix(vec3(0), vec3(0.8), g), 1);
135 | }
136 | `),
137 | unscaled: makeCmd(glsl`
138 | #extension GL_OES_standard_derivatives : enable
139 | precision mediump float;
140 | #pragma glslify: grid=require(../cartesian/unscaled)
141 | varying vec2 b;
142 | varying vec3 p;
143 | uniform float cartesianX, cartesianY, cartesianZ;
144 | uniform float width, feather;
145 | void main () {
146 | float g = grid(
147 | vec3(
148 | cartesianX > 0.0 ? p.x * cartesianX : 0.5,
149 | cartesianY > 0.0 ? p.y * cartesianY : 0.5,
150 | cartesianZ > 0.0 ? p.z * cartesianZ : 0.5
151 | ), width, feather);
152 | gl_FragColor = vec4(mix(vec3(0), vec3(0.8), g), 1);
153 | }
154 | `),
155 | }
156 | };
157 | }
158 |
--------------------------------------------------------------------------------
/index.js:
--------------------------------------------------------------------------------
1 | module.exports = function (mesh, opts) {
2 | if (!opts) opts = {};
3 | var vars = opts.attributes ? {} : null;
4 | var vkeys = vars && Object.keys(opts.attributes)
5 | if (vars) {
6 | for (var k = 0; k < vkeys.length; k++) {
7 | vars[vkeys[k]] = []
8 | }
9 | }
10 |
11 | var i, j;
12 | var pts = [];
13 | var cells = [];
14 | var barycentricAttrs = [];
15 |
16 | var mpts = mesh.positions;
17 | var mcells = mesh.cells;
18 |
19 | var c = 0;
20 | for (i = 0; i < mesh.cells.length; i++) {
21 | var cell = mcells[i];
22 | if (cell.length === 3) {
23 | pts.push(mpts[cell[0]]);
24 | pts.push(mpts[cell[1]]);
25 | pts.push(mpts[cell[2]]);
26 | barycentricAttrs.push([0, 0]);
27 | barycentricAttrs.push([1, 0]);
28 | barycentricAttrs.push([0, 1]);
29 | cells.push(c++);
30 | cells.push(c++);
31 | cells.push(c++);
32 | if (vkeys) {
33 | for (j = 0; j < vkeys.length; j++) {
34 | var vkey = vkeys[j];
35 | vars[vkey].push(opts.attributes[vkey][cell[0]]);
36 | vars[vkey].push(opts.attributes[vkey][cell[1]]);
37 | vars[vkey].push(opts.attributes[vkey][cell[2]]);
38 | }
39 | }
40 | }
41 | }
42 |
43 | var ret = {
44 | positions: pts,
45 | attributes: vars,
46 | barycentric: barycentricAttrs
47 | };
48 |
49 | if (mesh.cells) {
50 | ret.cells = cells;
51 | }
52 |
53 | return ret;
54 | };
55 |
--------------------------------------------------------------------------------
/package.json:
--------------------------------------------------------------------------------
1 | {
2 | "name": "glsl-solid-wireframe",
3 | "version": "1.0.2",
4 | "description": "draw wireframes on a solid mesh using a fragment shader",
5 | "main": "index.js",
6 | "devDependencies": {
7 | "angle-normals": "^1.0.0",
8 | "browserify": "^13.3.0",
9 | "budo": "^9.4.1",
10 | "bunny": "^1.0.1",
11 | "control-panel": "^1.2.0",
12 | "es2040": "^1.2.4",
13 | "github-cornerify": "^1.0.6",
14 | "glsl-diffuse-lambert": "^1.0.0",
15 | "glsl-noise": "0.0.0",
16 | "glsl-specular-blinn-phong": "^1.0.1",
17 | "h": "^0.1.0",
18 | "indexhtmlify": "^1.3.1",
19 | "metadataify": "^1.0.3",
20 | "regl": "^1.3.0",
21 | "regl-camera": "^1.1.0",
22 | "tape": "^4.6.0"
23 | },
24 | "scripts": {
25 | "start": "budo --open --live --host localhost examples/fancy.js -- -t glslify -t es2040",
26 | "build:cartesian": "browserify examples/cartesian.js -t glslify -t es2040 | indexhtmlify | metadataify | github-cornerify > docs/cartesian.html",
27 | "build:barycentric": "browserify examples/barycentric.js -t glslify -t es2040 | indexhtmlify | metadataify | github-cornerify > docs/barycentric.html",
28 | "build:fancy": "browserify examples/fancy.js -t glslify -t es2040 | indexhtmlify | metadataify | github-cornerify > docs/fancy.html",
29 | "build:demo": "browserify examples/demo.js -t glslify -t es2040 | indexhtmlify | metadataify | github-cornerify > docs/demo.html",
30 | "test": "tape test/*.js"
31 | },
32 | "keywords": [
33 | "3d",
34 | "lines",
35 | "webgl",
36 | "glslify",
37 | "glsl",
38 | "simplicial complex",
39 | "wireframe",
40 | "mesh",
41 | "stackgl"
42 | ],
43 | "author": "Ricky Reusser",
44 | "license": "MIT",
45 | "directories": {
46 | "examples": "examples",
47 | "test": "test"
48 | },
49 | "repository": {
50 | "type": "git",
51 | "url": "git+https://github.com/rreusser/glsl-solid-wireframe.git"
52 | },
53 | "bugs": {
54 | "url": "https://github.com/rreusser/glsl-solid-wireframe/issues"
55 | },
56 | "github-corner": {
57 | "fg": "#333",
58 | "bg": "#fff",
59 | "url": "https://github.com/rreusser/glsl-solid-wireframe"
60 | },
61 | "homepage": "https://github.com/rreusser/glsl-solid-wireframe#readme"
62 | }
63 |
--------------------------------------------------------------------------------