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@@ -1,161 +1,126 @@
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<!DOCTYPE html>
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<html lang="en">
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-<head>
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+ <head>
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<title>three.js webgl - effects - peppers ghost</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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- <style>
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- body {
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- background: #777;
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- padding: 0;
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- margin: 0;
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- font-weight: bold;
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- overflow: hidden;
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- }
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-
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- #info {
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- position: absolute;
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- top: 0px;
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- width: 100%;
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- color: #ffffff;
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- padding: 5px;
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- font-family: Monospace;
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- font-size: 13px;
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- text-align: center;
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- z-index: 1000;
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- }
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-
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- a {
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- color: #ffffff;
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- }
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-
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- #webglmessage a {
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- color: #da0
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- }
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- </style>
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-</head>
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-
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-<body>
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-<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - <a href="https://en.wikipedia.org/wiki/Pepper%27s_ghost">peppers ghost effect</a> demo <br />
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- <a href="http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS" target="_blank" rel="noopener">basic instructions for building the reflective prism</a></div>
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-
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-<script src="../build/three.js"></script>
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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-<script src="js/effects/PeppersGhostEffect.js"></script>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - <a href="https://en.wikipedia.org/wiki/Pepper%27s_ghost">peppers ghost effect</a> demo <br />
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+ <a href="http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS" target="_blank" rel="noopener">how to build the reflective prism</a>
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+ </div>
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-<script src="js/WebGL.js"></script>
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+ <script src="../build/three.js"></script>
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+ <script src="js/effects/PeppersGhostEffect.js"></script>
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+ <script src="js/WebGL.js"></script>
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-<script>
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+ <script>
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- if ( WEBGL.isWebGLAvailable() === false ) {
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+ if ( WEBGL.isWebGLAvailable() === false ) {
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- document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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+ document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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- }
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-
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- var container;
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-
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- var camera, scene, renderer, effect;
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- var group;
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-
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- init();
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- animate();
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-
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- function init() {
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+ }
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- container = document.createElement( 'div' );
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- document.body.appendChild( container );
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+ var container;
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- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
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+ var camera, scene, renderer, effect;
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+ var group;
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- scene = new THREE.Scene();
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+ init();
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+ animate();
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- group = new THREE.Group();
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- scene.add( group );
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+ function init() {
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- // Cube
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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- var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
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- geometry = geometry.toNonIndexed(); // ensure unique vertices for each triangle
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+ camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
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- var position = geometry.attributes.position;
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- var colors = [];
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- var color = new THREE.Color();
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+ scene = new THREE.Scene();
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- // generate for each side of the cube a different color
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+ group = new THREE.Group();
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+ scene.add( group );
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- for ( var i = 0; i < position.count; i += 6 ) {
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+ // Cube
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- color.setHex( Math.random() * 0xffffff );
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+ var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
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+ geometry = geometry.toNonIndexed(); // ensure unique vertices for each triangle
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- // first face
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+ var position = geometry.attributes.position;
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+ var colors = [];
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+ var color = new THREE.Color();
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- colors.push( color.r, color.g, color.b );
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- colors.push( color.r, color.g, color.b );
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- colors.push( color.r, color.g, color.b );
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+ // generate for each side of the cube a different color
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- // second face
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+ for ( var i = 0; i < position.count; i += 6 ) {
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- colors.push( color.r, color.g, color.b );
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- colors.push( color.r, color.g, color.b );
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- colors.push( color.r, color.g, color.b );
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+ color.setHex( Math.random() * 0xffffff );
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- }
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+ // first face
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- geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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+ colors.push( color.r, color.g, color.b );
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+ colors.push( color.r, color.g, color.b );
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+ colors.push( color.r, color.g, color.b );
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- var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
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+ // second face
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- for ( var i = 0; i < 10; i ++ ) {
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+ colors.push( color.r, color.g, color.b );
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+ colors.push( color.r, color.g, color.b );
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+ colors.push( color.r, color.g, color.b );
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- var cube = new THREE.Mesh( geometry, material );
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- cube.position.x = Math.random() * 2 - 1;
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- cube.position.y = Math.random() * 2 - 1;
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- cube.position.z = Math.random() * 2 - 1;
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- cube.scale.multiplyScalar( Math.random() + 0.5 );
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- group.add( cube );
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+ }
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- }
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+ geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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- renderer = new THREE.WebGLRenderer();
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- renderer.setPixelRatio( window.devicePixelRatio );
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- container.appendChild( renderer.domElement );
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+ var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
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- effect = new THREE.PeppersGhostEffect( renderer );
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- effect.setSize( window.innerWidth, window.innerHeight );
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- effect.cameraDistance = 5;
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+ for ( var i = 0; i < 10; i ++ ) {
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- window.addEventListener( 'resize', onWindowResize, false );
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+ var cube = new THREE.Mesh( geometry, material );
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+ cube.position.x = Math.random() * 2 - 1;
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+ cube.position.y = Math.random() * 2 - 1;
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+ cube.position.z = Math.random() * 2 - 1;
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+ cube.scale.multiplyScalar( Math.random() + 0.5 );
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+ group.add( cube );
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- }
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+ }
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- function onWindowResize() {
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ container.appendChild( renderer.domElement );
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- camera.aspect = window.innerWidth / window.innerHeight;
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- camera.updateProjectionMatrix();
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+ effect = new THREE.PeppersGhostEffect( renderer );
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+ effect.setSize( window.innerWidth, window.innerHeight );
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+ effect.cameraDistance = 5;
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- effect.setSize( window.innerWidth, window.innerHeight );
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+ window.addEventListener( 'resize', onWindowResize, false );
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- }
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+ }
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- function animate() {
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+ function onWindowResize() {
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- requestAnimationFrame( animate );
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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- render();
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+ effect.setSize( window.innerWidth, window.innerHeight );
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- }
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+ }
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- function render() {
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+ function animate() {
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- group.rotation.y += 0.01;
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+ requestAnimationFrame( animate );
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- effect.render( scene, camera );
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+ group.rotation.y += 0.01;
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- }
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+ effect.render( scene, camera );
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+ }
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-</script>
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+ </script>
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-</body>
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+ </body>
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</html>
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