webgl_buffergeometry_lines.html 3.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #cccccc;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #0080ff;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry</div>
  30. <script src="../build/three.min.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  35. var container, stats;
  36. var camera, scene, renderer;
  37. var mesh;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.getElementById( 'container' );
  42. //
  43. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 4000 );
  44. camera.position.z = 2750;
  45. scene = new THREE.Scene();
  46. var segments = 10000;
  47. var geometry = new THREE.BufferGeometry();
  48. var material = new THREE.LineBasicMaterial({ vertexColors: true });
  49. geometry.attributes = {
  50. position: {
  51. itemSize: 3,
  52. array: new Float32Array(segments * 3),
  53. numItems: segments * 3
  54. },
  55. color: {
  56. itemSize: 3,
  57. array: new Float32Array(segments * 3),
  58. numItems: segments * 3
  59. }
  60. };
  61. var positions = geometry.attributes.position.array;
  62. var colors = geometry.attributes.color.array;
  63. var r = 800;
  64. for (i = 0; i < segments; i++) {
  65. var lat = i/segments*Math.PI*2;
  66. var lon = i/segments*Math.PI*2000;
  67. x = Math.random()*r-r/2;
  68. y = Math.random()*r-r/2;
  69. z = Math.random()*r-r/2;
  70. // positions
  71. positions[ i*3 ] = x;
  72. positions[ i*3 + 1 ] = y;
  73. positions[ i*3 + 2 ] = z;
  74. // colors
  75. colors[ i*3 ] = ( x / r ) + 0.5;
  76. colors[ i*3 + 1 ] = ( y / r ) + 0.5;
  77. colors[ i*3 + 2 ] = ( z / r ) + 0.5;
  78. }
  79. geometry.computeBoundingSphere();
  80. mesh = new THREE.Line( geometry, material );
  81. scene.add( mesh );
  82. //
  83. renderer = new THREE.WebGLRenderer( { antialias: false, clearColor: 0x000000, clearAlpha: 0, alpha: true } );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.gammaInput = true;
  86. renderer.gammaOutput = true;
  87. renderer.physicallyBasedShading = true;
  88. container.appendChild( renderer.domElement );
  89. //
  90. stats = new Stats();
  91. stats.domElement.style.position = 'absolute';
  92. stats.domElement.style.top = '0px';
  93. container.appendChild( stats.domElement );
  94. //
  95. window.addEventListener( 'resize', onWindowResize, false );
  96. }
  97. function onWindowResize() {
  98. camera.aspect = window.innerWidth / window.innerHeight;
  99. camera.updateProjectionMatrix();
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. }
  102. //
  103. function animate() {
  104. requestAnimationFrame( animate );
  105. render();
  106. stats.update();
  107. }
  108. function render() {
  109. var time = Date.now() * 0.001;
  110. mesh.rotation.x = time * 0.25;
  111. mesh.rotation.y = time * 0.5;
  112. renderer.render( scene, camera );
  113. }
  114. </script>
  115. </body>
  116. </html>