draw wireframes on a triangular mesh using a fragment shader
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.
You can see a detailed explanation of the technique here. It uses OES_standard_derivatives
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.
Please do not confuse it with nVidia's Solid Wireframe technique. 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.
Barycentric coordinate based mesh. See demo →
Cartesian coordinate based mesh using 5 * position.xy
as the input. See demo →
Or see an interactive demo here. Code using regl to draw a barycentric triangular mesh is below.
const regl = require('regl')({extensions: ['oes_standard_derivatives']});
const glsl = require('glslify');
const camera = require('regl-camera')(regl);
const mesh = require('glsl-solid-wireframe')(require('bunny'));
const draw = regl({
frag: glsl`
#extension GL_OES_standard_derivatives : enable
precision mediump float;
#pragma glslify: grid = require(glsl-solid-wireframe/barycentric/scaled)
varying vec2 b;
void main () {
gl_FragColor = vec4(vec3(grid(b, 1.0)), 1);
}
`,
vert: `
precision mediump float;
uniform mat4 projection, view;
attribute vec3 position;
attribute vec2 barycentric;
varying vec2 b;
void main () {
b = barycentric;
gl_Position = projection * view * vec4(position, 1);
}
`,
attributes: {
position: mesh.positions,
barycentric: mesh.barycentric
},
elements: mesh.cells,
});
regl.frame(() => {
regl.clear({color: [1, 1, 1, 1], depth: 1});
camera(draw);
});
$ npm install glsl-solid-wireframe
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.
Create a wireframe mesh given an existing triangular mesh.
The input must be a simplicial complex consisting of positions
and cells
.
The wireframe mesh has these properties:
wmesh.positions
: an array of[x, y, z]
vertex arrayswmesh.cells
: an array of triangle indiceswmesh.attributes
: extra attributes transferred from the input. See below.
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.
To require the modules via glslify:
#pragma glslify bary_wire_scaled = require(glsl-solid-wireframe/barycentric/scaled)
#pragma glslify bary_wire_unscaled = require(glsl-solid-wireframe/barycentric/unscaled)
#pragma glslify cart_wire_scaled = require(glsl-solid-wireframe/cartesian/scaled)
#pragma glslify cart_wire_unscaled = require(glsl-solid-wireframe/cartesian/unscaled)
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.
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
.
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.
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
.
© Ricky Reusser 2016. MIT License.