webgl_buffergeometry_points.html 3.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - particles</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - particles</div>
  12. <script type="module">
  13. import {
  14. BufferGeometry,
  15. Color,
  16. Float32BufferAttribute,
  17. Fog,
  18. PerspectiveCamera,
  19. Points,
  20. PointsMaterial,
  21. Scene,
  22. VertexColors,
  23. WebGLRenderer
  24. } from "../build/three.module.js";
  25. import Stats from './jsm/libs/stats.module.js';
  26. var container, stats;
  27. var camera, scene, renderer;
  28. var points;
  29. init();
  30. animate();
  31. function init() {
  32. container = document.getElementById( 'container' );
  33. //
  34. camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 );
  35. camera.position.z = 2750;
  36. scene = new Scene();
  37. scene.background = new Color( 0x050505 );
  38. scene.fog = new Fog( 0x050505, 2000, 3500 );
  39. //
  40. var particles = 500000;
  41. var geometry = new BufferGeometry();
  42. var positions = [];
  43. var colors = [];
  44. var color = new Color();
  45. var n = 1000, n2 = n / 2; // particles spread in the cube
  46. for ( var i = 0; i < particles; i ++ ) {
  47. // positions
  48. var x = Math.random() * n - n2;
  49. var y = Math.random() * n - n2;
  50. var z = Math.random() * n - n2;
  51. positions.push( x, y, z );
  52. // colors
  53. var vx = ( x / n ) + 0.5;
  54. var vy = ( y / n ) + 0.5;
  55. var vz = ( z / n ) + 0.5;
  56. color.setRGB( vx, vy, vz );
  57. colors.push( color.r, color.g, color.b );
  58. }
  59. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  60. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  61. geometry.computeBoundingSphere();
  62. //
  63. var material = new PointsMaterial( { size: 15, vertexColors: VertexColors } );
  64. points = new Points( geometry, material );
  65. scene.add( points );
  66. //
  67. renderer = new WebGLRenderer();
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. container.appendChild( renderer.domElement );
  71. //
  72. stats = new Stats();
  73. container.appendChild( stats.dom );
  74. //
  75. window.addEventListener( 'resize', onWindowResize, false );
  76. }
  77. function onWindowResize() {
  78. camera.aspect = window.innerWidth / window.innerHeight;
  79. camera.updateProjectionMatrix();
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. }
  82. //
  83. function animate() {
  84. requestAnimationFrame( animate );
  85. render();
  86. stats.update();
  87. }
  88. function render() {
  89. var time = Date.now() * 0.001;
  90. points.rotation.x = time * 0.25;
  91. points.rotation.y = time * 0.5;
  92. renderer.render( scene, camera );
  93. }
  94. </script>
  95. </body>
  96. </html>