misc_ubiquity_test.html 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js misc - ubiquity - test</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. background-color: #ffffff;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/three.js"></script>
  17. <script src="js/renderers/Projector.js"></script>
  18. <script src="js/renderers/CanvasRenderer.js"></script>
  19. <script src="js/renderers/SVGRenderer.js"></script>
  20. <script src="js/renderers/SoftwareRenderer.js"></script>
  21. <script src="js/libs/stats.min.js"></script>
  22. <script src="obj/Qrcode.js"></script>
  23. <script>
  24. var AMOUNT = 100;
  25. var stats;
  26. var camera, scene;
  27. var canvasRenderer, svgRenderer, softwareRenderer, webglRenderer;
  28. var mesh, group;
  29. init();
  30. animate();
  31. function init() {
  32. var width = window.innerWidth / 2;
  33. var height = window.innerHeight / 2;
  34. camera = new THREE.PerspectiveCamera( 75, width / height, 1, 10000 );
  35. camera.position.z = 500;
  36. scene = new THREE.Scene();
  37. scene.autoUpdate = false;
  38. // QRCODE
  39. mesh = new THREE.Mesh( new Qrcode(), new THREE.MeshLambertMaterial( { /*emissive: 0xff0000,*/ vertexColors: THREE.FaceColors } ) );
  40. mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
  41. scene.add( mesh );
  42. // CUBES
  43. var cube = new THREE.BoxGeometry( 100, 100, 100 );
  44. mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: 0x0000ff, opacity: 0.5, transparent: true } ) );
  45. mesh.position.x = 500;
  46. mesh.rotation.x = Math.random();
  47. mesh.rotation.y = Math.random();
  48. mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
  49. scene.add( mesh );
  50. mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
  51. mesh.position.x = 500;
  52. mesh.position.y = 500;
  53. mesh.rotation.x = Math.random();
  54. mesh.rotation.y = Math.random();
  55. mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
  56. scene.add( mesh );
  57. // PLANE
  58. mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 100, 100 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
  59. mesh.position.y = -500;
  60. mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
  61. scene.add( mesh );
  62. // CYLINDER
  63. mesh = new THREE.Mesh( new THREE.CylinderGeometry( 20, 100, 200, 10 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
  64. mesh.position.x = -500;
  65. mesh.rotation.x = - Math.PI / 2;
  66. mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
  67. scene.add( mesh );
  68. // POLYFIELD
  69. var geometry = new THREE.Geometry();
  70. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, side: THREE.DoubleSide } );
  71. for ( var i = 0; i < 100; i ++ ) {
  72. var v = new THREE.Vector3(
  73. Math.random() * 1000 - 500,
  74. Math.random() * 1000 - 500,
  75. Math.random() * 1000 - 500
  76. );
  77. var v0 = new THREE.Vector3(
  78. Math.random() * 100 - 50,
  79. Math.random() * 100 - 50,
  80. Math.random() * 100 - 50
  81. );
  82. var v1 = new THREE.Vector3(
  83. Math.random() * 100 - 50,
  84. Math.random() * 100 - 50,
  85. Math.random() * 100 - 50
  86. );
  87. var v2 = new THREE.Vector3(
  88. Math.random() * 100 - 50,
  89. Math.random() * 100 - 50,
  90. Math.random() * 100 - 50
  91. );
  92. v0.add( v );
  93. v1.add( v );
  94. v2.add( v );
  95. var face = new THREE.Face3(
  96. geometry.vertices.push( v0 ) - 1,
  97. geometry.vertices.push( v1 ) - 1,
  98. geometry.vertices.push( v2 ) - 1,
  99. null,
  100. new THREE.Color( Math.random() * 0xffffff )
  101. );
  102. geometry.faces.push( face );
  103. }
  104. geometry.computeFaceNormals();
  105. group = new THREE.Mesh( geometry, material );
  106. group.scale.set( 2, 2, 2 );
  107. scene.add( group );
  108. // SPRITES
  109. var textureLoader = new THREE.TextureLoader();
  110. textureLoader.load( 'textures/sprite.png', function ( texture ) {
  111. var material = new THREE.SpriteMaterial( { map: texture, transparent: true } );
  112. for ( var i = 0; i < 50; i ++ ) {
  113. var sprite = new THREE.Sprite( material );
  114. sprite.position.x = Math.random() * 1000 - 500;
  115. sprite.position.y = Math.random() * 1000 - 500;
  116. sprite.position.z = Math.random() * 1000 - 500;
  117. sprite.scale.set( 64, 64, 1 );
  118. scene.add( sprite );
  119. }
  120. } );
  121. for ( var i = 0; i < 50; i ++ ) {
  122. var material = new THREE.SpriteMaterial( { color: Math.random() * 0xffffff } );
  123. var sprite = new THREE.Sprite( material );
  124. sprite.position.x = Math.random() * 1000 - 500;
  125. sprite.position.y = Math.random() * 1000 - 500;
  126. sprite.position.z = Math.random() * 1000 - 500;
  127. sprite.scale.set( 64, 64, 1 );
  128. scene.add( sprite );
  129. }
  130. // LIGHTS
  131. var ambient = new THREE.AmbientLight( 0x80ffff );
  132. scene.add( ambient );
  133. var directional = new THREE.DirectionalLight( 0xffff00 );
  134. directional.position.set( - 1, 0.5, 0 );
  135. scene.add( directional );
  136. canvasRenderer = new THREE.CanvasRenderer();
  137. canvasRenderer.setClearColor( 0xf0f0f0 );
  138. canvasRenderer.setPixelRatio( window.devicePixelRatio );
  139. canvasRenderer.setSize( width, height );
  140. document.body.appendChild( canvasRenderer.domElement );
  141. svgRenderer = new THREE.SVGRenderer();
  142. svgRenderer.setClearColor( 0xf0f0f0 );
  143. svgRenderer.setSize( width, height );
  144. svgRenderer.setQuality( 'low' );
  145. document.body.appendChild( svgRenderer.domElement );
  146. softwareRenderer = new THREE.SoftwareRenderer();
  147. softwareRenderer.setClearColor( 0xf0f0f0 );
  148. softwareRenderer.setSize( width, height );
  149. document.body.appendChild( softwareRenderer.domElement );
  150. webglRenderer = new THREE.WebGLRenderer( { antialias: true } );
  151. webglRenderer.setClearColor( 0xf0f0f0 );
  152. webglRenderer.setPixelRatio( window.devicePixelRatio );
  153. webglRenderer.setSize( width, height );
  154. document.body.appendChild( webglRenderer.domElement );
  155. stats = new Stats();
  156. document.body.appendChild( stats.dom );
  157. //
  158. window.addEventListener( 'resize', onWindowResize, false );
  159. }
  160. function onWindowResize() {
  161. var width = window.innerWidth / 2;
  162. var height = window.innerHeight / 2;
  163. camera.aspect = width / height;
  164. camera.updateProjectionMatrix();
  165. canvasRenderer.setSize( width, height );
  166. svgRenderer.setSize( width, height );
  167. softwareRenderer.setSize( width, height );
  168. webglRenderer.setSize( width, height );
  169. }
  170. //
  171. function animate() {
  172. requestAnimationFrame( animate );
  173. render();
  174. stats.update();
  175. }
  176. function render() {
  177. var time = Date.now() * 0.0002;
  178. camera.position.x = Math.sin( time ) * 500;
  179. camera.position.z = Math.cos( time ) * 500;
  180. camera.lookAt( scene.position );
  181. group.rotation.x += 0.01;
  182. scene.updateMatrixWorld();
  183. canvasRenderer.render( scene, camera );
  184. svgRenderer.render( scene, camera );
  185. softwareRenderer.render( scene, camera );
  186. webglRenderer.render( scene, camera );
  187. }
  188. </script>
  189. </body>
  190. </html>