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webgl_buffergeometry_lines.html 3.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - lines</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 - lines</div>
  30. <script src="../build/three.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: THREE.VertexColors });
  49. var positions = new Float32Array( segments * 3 );
  50. var colors = new Float32Array( segments * 3 );
  51. var r = 800;
  52. for ( var i = 0; i < segments; i ++ ) {
  53. var x = Math.random() * r - r / 2;
  54. var y = Math.random() * r - r / 2;
  55. var z = Math.random() * r - r / 2;
  56. // positions
  57. positions[ i * 3 ] = x;
  58. positions[ i * 3 + 1 ] = y;
  59. positions[ i * 3 + 2 ] = z;
  60. // colors
  61. colors[ i * 3 ] = ( x / r ) + 0.5;
  62. colors[ i * 3 + 1 ] = ( y / r ) + 0.5;
  63. colors[ i * 3 + 2 ] = ( z / r ) + 0.5;
  64. }
  65. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  66. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  67. geometry.computeBoundingSphere();
  68. mesh = new THREE.Line( geometry, material );
  69. scene.add( mesh );
  70. //
  71. renderer = new THREE.WebGLRenderer( { antialias: false } );
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. renderer.gammaInput = true;
  75. renderer.gammaOutput = true;
  76. container.appendChild( renderer.domElement );
  77. //
  78. stats = new Stats();
  79. container.appendChild( stats.dom );
  80. //
  81. window.addEventListener( 'resize', onWindowResize, false );
  82. }
  83. function onWindowResize() {
  84. camera.aspect = window.innerWidth / window.innerHeight;
  85. camera.updateProjectionMatrix();
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. }
  88. //
  89. function animate() {
  90. requestAnimationFrame( animate );
  91. render();
  92. stats.update();
  93. }
  94. function render() {
  95. var time = Date.now() * 0.001;
  96. mesh.rotation.x = time * 0.25;
  97. mesh.rotation.y = time * 0.5;
  98. renderer.render( scene, camera );
  99. }
  100. </script>
  101. </body>
  102. </html>