webgl_buffergeometry_indexed.html 3.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - indexed</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. <style>
  9. a {
  10. color: #08f;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="container"></div>
  16. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - indexed</div>
  17. <script type="module">
  18. import {
  19. BufferGeometry,
  20. Color,
  21. DoubleSide,
  22. Float32BufferAttribute,
  23. HemisphereLight,
  24. Mesh,
  25. MeshPhongMaterial,
  26. PerspectiveCamera,
  27. Scene,
  28. VertexColors,
  29. WebGLRenderer
  30. } from "../build/three.module.js";
  31. import Stats from './jsm/libs/stats.module.js';
  32. import { GUI } from './jsm/libs/dat.gui.module.js';
  33. var camera, scene, renderer, stats;
  34. var mesh;
  35. init();
  36. animate();
  37. function init() {
  38. //
  39. camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  40. camera.position.z = 64;
  41. scene = new Scene();
  42. scene.background = new Color( 0x050505 );
  43. //
  44. var light = new HemisphereLight();
  45. scene.add( light );
  46. //
  47. var geometry = new BufferGeometry();
  48. var indices = [];
  49. var vertices = [];
  50. var normals = [];
  51. var colors = [];
  52. var size = 20;
  53. var segments = 10;
  54. var halfSize = size / 2;
  55. var segmentSize = size / segments;
  56. // generate vertices, normals and color data for a simple grid geometry
  57. for ( var i = 0; i <= segments; i ++ ) {
  58. var y = ( i * segmentSize ) - halfSize;
  59. for ( var j = 0; j <= segments; j ++ ) {
  60. var x = ( j * segmentSize ) - halfSize;
  61. vertices.push( x, - y, 0 );
  62. normals.push( 0, 0, 1 );
  63. var r = ( x / size ) + 0.5;
  64. var g = ( y / size ) + 0.5;
  65. colors.push( r, g, 1 );
  66. }
  67. }
  68. // generate indices (data for element array buffer)
  69. for ( var i = 0; i < segments; i ++ ) {
  70. for ( var j = 0; j < segments; j ++ ) {
  71. var a = i * ( segments + 1 ) + ( j + 1 );
  72. var b = i * ( segments + 1 ) + j;
  73. var c = ( i + 1 ) * ( segments + 1 ) + j;
  74. var d = ( i + 1 ) * ( segments + 1 ) + ( j + 1 );
  75. // generate two faces (triangles) per iteration
  76. indices.push( a, b, d ); // face one
  77. indices.push( b, c, d ); // face two
  78. }
  79. }
  80. //
  81. geometry.setIndex( indices );
  82. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  83. geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  84. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  85. var material = new MeshPhongMaterial( {
  86. side: DoubleSide,
  87. vertexColors: VertexColors
  88. } );
  89. mesh = new Mesh( geometry, material );
  90. scene.add( mesh );
  91. //
  92. renderer = new WebGLRenderer( { antialias: true } );
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. document.body.appendChild( renderer.domElement );
  96. //
  97. stats = new Stats();
  98. document.body.appendChild( stats.dom );
  99. //
  100. var gui = new GUI();
  101. gui.add( material, 'wireframe' );
  102. //
  103. window.addEventListener( 'resize', onWindowResize, false );
  104. }
  105. function onWindowResize() {
  106. camera.aspect = window.innerWidth / window.innerHeight;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. }
  110. //
  111. function animate() {
  112. requestAnimationFrame( animate );
  113. render();
  114. stats.update();
  115. }
  116. function render() {
  117. var time = Date.now() * 0.001;
  118. mesh.rotation.x = time * 0.25;
  119. mesh.rotation.y = time * 0.5;
  120. renderer.render( scene, camera );
  121. }
  122. </script>
  123. </body>
  124. </html>