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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - buffergeometry</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #cccccc;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- background-color: #050505;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- position: absolute;
- top: 0px; width: 100%;
- padding: 5px;
- }
- a {
- color: #0080ff;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> webgl - buffergeometry</div>
- <script src="../build/three.min.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/Stats.js"></script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer;
- var mesh;
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- //
- camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
- camera.position.z = 2750;
- scene = new THREE.Scene();
- scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
- //
- scene.add( new THREE.AmbientLight( 0x444444 ) );
- var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
- light1.position.set( 1, 1, 1 );
- scene.add( light1 );
- var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
- light2.position.set( 0, -1, 0 );
- scene.add( light2 );
- //
- var triangles = 250000;
- var geometry = new THREE.BufferGeometry();
- geometry.attributes = {
- index: {
- itemSize: 1,
- array: new Int16Array( triangles * 3 ),
- numItems: triangles * 3
- },
- position: {
- itemSize: 3,
- array: new Float32Array( triangles * 3 * 3 ),
- numItems: triangles * 3 * 3
- },
- normal: {
- itemSize: 3,
- array: new Float32Array( triangles * 3 * 3 ),
- numItems: triangles * 3 * 3
- },
- color: {
- itemSize: 3,
- array: new Float32Array( triangles * 3 * 3 ),
- numItems: triangles * 3 * 3
- }
- }
- // break geometry into
- // chunks of 20,000 triangles (3 unique vertices per triangle)
- // for indices to fit into 16 bit integer number
- var chunkSize = 20000;
- var indices = geometry.attributes.index.array;
- for ( var i = 0; i < indices.length; i ++ ) {
- indices[ i ] = i % ( 3 * chunkSize );
- }
- var positions = geometry.attributes.position.array;
- var normals = geometry.attributes.normal.array;
- var colors = geometry.attributes.color.array;
- var color = new THREE.Color();
- var n = 800, n2 = n/2; // triangles spread in the cube
- var d = 12, d2 = d/2; // individual triangle size
- var pA = new THREE.Vector3();
- var pB = new THREE.Vector3();
- var pC = new THREE.Vector3();
- var cb = new THREE.Vector3();
- var ab = new THREE.Vector3();
- for ( var i = 0; i < positions.length; i += 9 ) {
- // positions
- var x = Math.random() * n - n2;
- var y = Math.random() * n - n2;
- var z = Math.random() * n - n2;
- var ax = x + Math.random() * d - d2;
- var ay = y + Math.random() * d - d2;
- var az = z + Math.random() * d - d2;
- var bx = x + Math.random() * d - d2;
- var by = y + Math.random() * d - d2;
- var bz = z + Math.random() * d - d2;
- var cx = x + Math.random() * d - d2;
- var cy = y + Math.random() * d - d2;
- var cz = z + Math.random() * d - d2;
- positions[ i ] = ax;
- positions[ i + 1 ] = ay;
- positions[ i + 2 ] = az;
- positions[ i + 3 ] = bx;
- positions[ i + 4 ] = by;
- positions[ i + 5 ] = bz;
- positions[ i + 6 ] = cx;
- positions[ i + 7 ] = cy;
- positions[ i + 8 ] = cz;
- // flat face normals
- pA.set( ax, ay, az );
- pB.set( bx, by, bz );
- pC.set( cx, cy, cz );
- cb.sub( pC, pB );
- ab.sub( pA, pB );
- cb.crossSelf( ab );
- cb.normalize();
- var nx = cb.x;
- var ny = cb.y;
- var nz = cb.z;
- normals[ i ] = nx;
- normals[ i + 1 ] = ny;
- normals[ i + 2 ] = nz;
- normals[ i + 3 ] = nx;
- normals[ i + 4 ] = ny;
- normals[ i + 5 ] = nz;
- normals[ i + 6 ] = nx;
- normals[ i + 7 ] = ny;
- normals[ i + 8 ] = nz;
- // colors
- var vx = ( x / n ) + 0.5;
- var vy = ( y / n ) + 0.5;
- var vz = ( z / n ) + 0.5;
- //color.setHSV( 0.5 + 0.5 * vx, 0.25 + 0.75 * vy, 0.25 + 0.75 * vz );
- color.setRGB( vx, vy, vz );
- colors[ i ] = color.r;
- colors[ i + 1 ] = color.g;
- colors[ i + 2 ] = color.b;
- colors[ i + 3 ] = color.r;
- colors[ i + 4 ] = color.g;
- colors[ i + 5 ] = color.b;
- colors[ i + 6 ] = color.r;
- colors[ i + 7 ] = color.g;
- colors[ i + 8 ] = color.b;
- }
- geometry.offsets = [];
- var start = 0;
- var index = 0;
- var left = triangles * 3;
- for ( ;; ) {
- var count = Math.min( chunkSize * 3, left );
- var chunk = { start: start, count: count, index: index };
- geometry.offsets.push( chunk );
- start += count;
- index += chunkSize * 3;
- left -= count;
- if ( left <= 0 ) break;
- }
- geometry.computeBoundingSphere();
- var material = new THREE.MeshPhongMaterial( { color: 0xaaaaaa, ambient: 0xaaaaaa, specular: 0xffffff, shininess: 250,
- side: THREE.DoubleSide, perPixel: true, vertexColors: THREE.VertexColors } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- //
- renderer = new THREE.WebGLRenderer( { antialias: false, clearColor: 0x333333, clearAlpha: 1, alpha: false } );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setClearColor( scene.fog.color, 1 );
- renderer.gammaInput = true;
- renderer.gammaOutput = true;
- renderer.physicallyBasedShading = true;
- container.appendChild( renderer.domElement );
- //
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- windowHalfX = window.innerWidth / 2;
- windowHalfY = window.innerHeight / 2;
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var time = Date.now() * 0.001;
- mesh.rotation.x = time * 0.25;
- mesh.rotation.y = time * 0.5;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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