scene.js 1.9 KB

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  1. var camera, scene, renderer, group;
  2. function init( canvas, width, height, pixelRatio, path ) {
  3. camera = new THREE.PerspectiveCamera( 40, width / height, 1, 1000 );
  4. camera.position.z = 200;
  5. scene = new THREE.Scene();
  6. scene.fog = new THREE.Fog( 0x444466, 100, 400 );
  7. scene.background = new THREE.Color( 0x444466 );
  8. group = new THREE.Group();
  9. scene.add( group );
  10. // we don't use ImageLoader since it has a DOM dependency (HTML5 image element)
  11. var loader = new THREE.ImageBitmapLoader().setPath( path );
  12. loader.setOptions( { imageOrientation: 'flipY' } );
  13. loader.load( 'textures/matcaps/matcap-porcelain-white.jpg', function ( imageBitmap ) {
  14. var texture = new THREE.CanvasTexture( imageBitmap );
  15. var geometry = new THREE.IcosahedronBufferGeometry( 5, 3 );
  16. var materials = [
  17. new THREE.MeshMatcapMaterial( { color: 0xaa24df, matcap: texture } ),
  18. new THREE.MeshMatcapMaterial( { color: 0x605d90, matcap: texture } ),
  19. new THREE.MeshMatcapMaterial( { color: 0xe04a3f, matcap: texture } ),
  20. new THREE.MeshMatcapMaterial( { color: 0xe30456, matcap: texture } )
  21. ];
  22. for ( var i = 0; i < 100; i ++ ) {
  23. var material = materials[ i % materials.length ];
  24. var mesh = new THREE.Mesh( geometry, material );
  25. mesh.position.x = random() * 200 - 100;
  26. mesh.position.y = random() * 200 - 100;
  27. mesh.position.z = random() * 200 - 100;
  28. mesh.scale.setScalar( random() + 1 );
  29. group.add( mesh );
  30. }
  31. renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas } );
  32. renderer.setPixelRatio( pixelRatio );
  33. renderer.setSize( width, height, false );
  34. animate();
  35. } );
  36. }
  37. function animate() {
  38. // group.rotation.x = Date.now() / 4000;
  39. group.rotation.y = - Date.now() / 4000;
  40. renderer.render( scene, camera );
  41. if ( self.requestAnimationFrame ) {
  42. self.requestAnimationFrame( animate );
  43. } else {
  44. // Firefox
  45. }
  46. }
  47. // PRNG
  48. var seed = 1;
  49. function random() {
  50. var x = Math.sin( seed ++ ) * 10000;
  51. return x - Math.floor( x );
  52. }