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@@ -36,153 +36,174 @@
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import * as THREE from 'three';
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function main() {
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- const canvas = document.querySelector('#c');
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- const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
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-
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- const fov = 75;
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- const aspect = 2; // the canvas default
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- const near = 0.1;
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- const far = 100;
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- const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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- camera.position.z = 5;
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-
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- const scene = new THREE.Scene();
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-
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- {
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- const color = 0xFFFFFF;
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- const intensity = 1;
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- const light = new THREE.DirectionalLight(color, intensity);
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- light.position.set(-1, 2, 4);
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- scene.add(light);
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- }
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- // NOT A GOOD EXAMPLE OF HOW TO MAKE A CUBE!
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- // Only trying to make it clear most vertices are unique
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- const vertices = [
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- // front
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- { pos: [-1, -1, 1], norm: [ 0, 0, 1], uv: [0, 0], },
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- { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
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- { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
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-
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- { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
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- { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
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- { pos: [ 1, 1, 1], norm: [ 0, 0, 1], uv: [1, 1], },
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- // right
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- { pos: [ 1, -1, 1], norm: [ 1, 0, 0], uv: [0, 0], },
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- { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
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- { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
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-
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- { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
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- { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
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- { pos: [ 1, 1, -1], norm: [ 1, 0, 0], uv: [1, 1], },
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- // back
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- { pos: [ 1, -1, -1], norm: [ 0, 0, -1], uv: [0, 0], },
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- { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
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- { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
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-
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- { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
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- { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
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- { pos: [-1, 1, -1], norm: [ 0, 0, -1], uv: [1, 1], },
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- // left
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- { pos: [-1, -1, -1], norm: [-1, 0, 0], uv: [0, 0], },
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- { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
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- { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
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-
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- { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
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- { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
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- { pos: [-1, 1, 1], norm: [-1, 0, 0], uv: [1, 1], },
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- // top
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- { pos: [ 1, 1, -1], norm: [ 0, 1, 0], uv: [0, 0], },
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- { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
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- { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
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-
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- { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
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- { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
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- { pos: [-1, 1, 1], norm: [ 0, 1, 0], uv: [1, 1], },
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- // bottom
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- { pos: [ 1, -1, 1], norm: [ 0, -1, 0], uv: [0, 0], },
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- { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
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- { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
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-
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- { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
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- { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
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- { pos: [-1, -1, -1], norm: [ 0, -1, 0], uv: [1, 1], },
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- ];
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- const positions = [];
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- const normals = [];
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- const uvs = [];
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- for (const vertex of vertices) {
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- positions.push(...vertex.pos);
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- normals.push(...vertex.norm);
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- uvs.push(...vertex.uv);
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- }
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+ const canvas = document.querySelector( '#c' );
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+ const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
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+ renderer.useLegacyLights = false;
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+
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+ const fov = 75;
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+ const aspect = 2; // the canvas default
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+ const near = 0.1;
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+ const far = 100;
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+ const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
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+ camera.position.z = 5;
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+
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+ const scene = new THREE.Scene();
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+
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+ {
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+
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+ const color = 0xFFFFFF;
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+ const intensity = 3;
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+ const light = new THREE.DirectionalLight( color, intensity );
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+ light.position.set( - 1, 2, 4 );
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+ scene.add( light );
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+
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+ }
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+
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+ // NOT A GOOD EXAMPLE OF HOW TO MAKE A CUBE!
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+ // Only trying to make it clear most vertices are unique
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+ const vertices = [
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+ // front
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+ { pos: [ - 1, - 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 0, 0 ], },
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+ { pos: [ 1, - 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 1, 0 ], },
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+ { pos: [ - 1, 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 0, 1 ], },
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+
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+ { pos: [ - 1, 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 0, 1 ], },
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+ { pos: [ 1, - 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 1, 0 ], },
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+ { pos: [ 1, 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 1, 1 ], },
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+ // right
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+ { pos: [ 1, - 1, 1 ], norm: [ 1, 0, 0 ], uv: [ 0, 0 ], },
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+ { pos: [ 1, - 1, - 1 ], norm: [ 1, 0, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ 1, 1, 1 ], norm: [ 1, 0, 0 ], uv: [ 0, 1 ], },
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+
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+ { pos: [ 1, 1, 1 ], norm: [ 1, 0, 0 ], uv: [ 0, 1 ], },
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+ { pos: [ 1, - 1, - 1 ], norm: [ 1, 0, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ 1, 1, - 1 ], norm: [ 1, 0, 0 ], uv: [ 1, 1 ], },
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+ // back
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+ { pos: [ 1, - 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 0, 0 ], },
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+ { pos: [ - 1, - 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 1, 0 ], },
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+ { pos: [ 1, 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 0, 1 ], },
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+
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+ { pos: [ 1, 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 0, 1 ], },
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+ { pos: [ - 1, - 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 1, 0 ], },
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+ { pos: [ - 1, 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 1, 1 ], },
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+ // left
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+ { pos: [ - 1, - 1, - 1 ], norm: [ - 1, 0, 0 ], uv: [ 0, 0 ], },
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+ { pos: [ - 1, - 1, 1 ], norm: [ - 1, 0, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ - 1, 1, - 1 ], norm: [ - 1, 0, 0 ], uv: [ 0, 1 ], },
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+
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+ { pos: [ - 1, 1, - 1 ], norm: [ - 1, 0, 0 ], uv: [ 0, 1 ], },
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+ { pos: [ - 1, - 1, 1 ], norm: [ - 1, 0, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ - 1, 1, 1 ], norm: [ - 1, 0, 0 ], uv: [ 1, 1 ], },
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+ // top
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+ { pos: [ 1, 1, - 1 ], norm: [ 0, 1, 0 ], uv: [ 0, 0 ], },
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+ { pos: [ - 1, 1, - 1 ], norm: [ 0, 1, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ 1, 1, 1 ], norm: [ 0, 1, 0 ], uv: [ 0, 1 ], },
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+
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+ { pos: [ 1, 1, 1 ], norm: [ 0, 1, 0 ], uv: [ 0, 1 ], },
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+ { pos: [ - 1, 1, - 1 ], norm: [ 0, 1, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ - 1, 1, 1 ], norm: [ 0, 1, 0 ], uv: [ 1, 1 ], },
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+ // bottom
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+ { pos: [ 1, - 1, 1 ], norm: [ 0, - 1, 0 ], uv: [ 0, 0 ], },
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+ { pos: [ - 1, - 1, 1 ], norm: [ 0, - 1, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ 1, - 1, - 1 ], norm: [ 0, - 1, 0 ], uv: [ 0, 1 ], },
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- const geometry = new THREE.BufferGeometry();
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- const positionNumComponents = 3;
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- const normalNumComponents = 3;
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- const uvNumComponents = 2;
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- geometry.setAttribute(
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- 'position',
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- new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
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- geometry.setAttribute(
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- 'normal',
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- new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
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- geometry.setAttribute(
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- 'uv',
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- new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
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-
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- const loader = new THREE.TextureLoader();
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- const texture = loader.load('resources/images/star.png');
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-
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- function makeInstance(geometry, color, x) {
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- const material = new THREE.MeshPhongMaterial({color, map: texture});
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-
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- const cube = new THREE.Mesh(geometry, material);
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- scene.add(cube);
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-
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- cube.position.x = x;
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- return cube;
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- }
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+ { pos: [ 1, - 1, - 1 ], norm: [ 0, - 1, 0 ], uv: [ 0, 1 ], },
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+ { pos: [ - 1, - 1, 1 ], norm: [ 0, - 1, 0 ], uv: [ 1, 0 ], },
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+ { pos: [ - 1, - 1, - 1 ], norm: [ 0, - 1, 0 ], uv: [ 1, 1 ], },
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+ ];
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+ const positions = [];
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+ const normals = [];
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+ const uvs = [];
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+ for ( const vertex of vertices ) {
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- const cubes = [
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- makeInstance(geometry, 0x88FF88, 0),
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- makeInstance(geometry, 0x8888FF, -4),
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- makeInstance(geometry, 0xFF8888, 4),
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- ];
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-
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- function resizeRendererToDisplaySize(renderer) {
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- const canvas = renderer.domElement;
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- const width = canvas.clientWidth;
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- const height = canvas.clientHeight;
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- const needResize = canvas.width !== width || canvas.height !== height;
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- if (needResize) {
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- renderer.setSize(width, height, false);
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- }
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- return needResize;
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- }
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+ positions.push( ...vertex.pos );
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+ normals.push( ...vertex.norm );
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+ uvs.push( ...vertex.uv );
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- function render(time) {
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- time *= 0.001;
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+ }
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- if (resizeRendererToDisplaySize(renderer)) {
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- const canvas = renderer.domElement;
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- camera.aspect = canvas.clientWidth / canvas.clientHeight;
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- camera.updateProjectionMatrix();
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- }
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+ const geometry = new THREE.BufferGeometry();
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+ const positionNumComponents = 3;
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+ const normalNumComponents = 3;
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+ const uvNumComponents = 2;
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+ geometry.setAttribute(
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+ 'position',
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+ new THREE.BufferAttribute( new Float32Array( positions ), positionNumComponents ) );
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+ geometry.setAttribute(
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+ 'normal',
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+ new THREE.BufferAttribute( new Float32Array( normals ), normalNumComponents ) );
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+ geometry.setAttribute(
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+ 'uv',
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+ new THREE.BufferAttribute( new Float32Array( uvs ), uvNumComponents ) );
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- cubes.forEach((cube, ndx) => {
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- const speed = 1 + ndx * .1;
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- const rot = time * speed;
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- cube.rotation.x = rot;
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- cube.rotation.y = rot;
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- });
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+ const loader = new THREE.TextureLoader();
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+ const texture = loader.load( 'resources/images/star.png' );
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+ texture.colorSpace = THREE.SRGBColorSpace;
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- renderer.render(scene, camera);
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+ function makeInstance( geometry, color, x ) {
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- requestAnimationFrame(render);
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- }
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+ const material = new THREE.MeshPhongMaterial( { color, map: texture } );
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+
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+ const cube = new THREE.Mesh( geometry, material );
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+ scene.add( cube );
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+
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+ cube.position.x = x;
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+ return cube;
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+
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+ }
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+
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+ const cubes = [
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+ makeInstance( geometry, 0x88FF88, 0 ),
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+ makeInstance( geometry, 0x8888FF, - 4 ),
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+ makeInstance( geometry, 0xFF8888, 4 ),
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+ ];
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+
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+ function resizeRendererToDisplaySize( renderer ) {
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+
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+ const canvas = renderer.domElement;
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+ const width = canvas.clientWidth;
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+ const height = canvas.clientHeight;
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+ const needResize = canvas.width !== width || canvas.height !== height;
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+ if ( needResize ) {
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+
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+ renderer.setSize( width, height, false );
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+
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+ }
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+
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+ return needResize;
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+
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+ }
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+
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+ function render( time ) {
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+
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+ time *= 0.001;
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+
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+ if ( resizeRendererToDisplaySize( renderer ) ) {
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+
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+ const canvas = renderer.domElement;
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+ camera.aspect = canvas.clientWidth / canvas.clientHeight;
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+ camera.updateProjectionMatrix();
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+
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+ }
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+
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+ cubes.forEach( ( cube, ndx ) => {
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+
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+ const speed = 1 + ndx * .1;
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+ const rot = time * speed;
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+ cube.rotation.x = rot;
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+ cube.rotation.y = rot;
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+
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+ } );
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+
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+ renderer.render( scene, camera );
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+
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+ requestAnimationFrame( render );
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+
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+ }
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+
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+ requestAnimationFrame( render );
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- requestAnimationFrame(render);
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}
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main();
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