webgl_sandbox.html 5.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - webgl sandbox</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="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - sandbox</div>
  11. <script type="module">
  12. import {
  13. AdditiveBlending,
  14. CanvasTexture,
  15. Fog,
  16. Mesh,
  17. MeshDepthMaterial,
  18. MeshLambertMaterial,
  19. MeshNormalMaterial,
  20. MeshBasicMaterial,
  21. MeshPhongMaterial,
  22. PerspectiveCamera,
  23. PointLight,
  24. Scene,
  25. ShaderMaterial,
  26. SphereBufferGeometry,
  27. TextureLoader,
  28. UVMapping,
  29. WebGLRenderer
  30. } from "../build/three.module.js";
  31. import Stats from './jsm/libs/stats.module.js';
  32. import { BasicShader } from './jsm/shaders/BasicShader.js';
  33. var statsEnabled = true;
  34. var container, stats;
  35. var camera, scene, renderer;
  36. var mouseX = 0, mouseY = 0;
  37. var windowHalfX = window.innerWidth / 2;
  38. var windowHalfY = window.innerHeight / 2;
  39. init();
  40. animate();
  41. function init() {
  42. container = document.createElement( 'div' );
  43. document.body.appendChild( container );
  44. camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  45. camera.position.z = 3200;
  46. scene = new Scene();
  47. scene.fog = new Fog( 0x000000, 1, 20000 );
  48. var light = new PointLight( 0xffffff );
  49. scene.add( light );
  50. var shader = BasicShader;
  51. var uniforms = shader.uniforms;
  52. var vertexShader = shader.vertexShader;
  53. var fragmentShader = shader.fragmentShader;
  54. var texture1 = new CanvasTexture( generateTexture( 0, 0.5, 1 ), UVMapping );
  55. var texture2 = new TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
  56. var materials = [
  57. new MeshNormalMaterial(),
  58. new MeshDepthMaterial(),
  59. new MeshBasicMaterial( { color: 0x0066ff, blending: AdditiveBlending, transparent: true, depthWrite: false } ),
  60. new MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ),
  61. new MeshBasicMaterial( { map: texture1, fog: false } ),
  62. new MeshBasicMaterial( { map: texture2 } ),
  63. new ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader, transparent: true } ),
  64. new MeshLambertMaterial( { map: texture2 } ),
  65. new MeshLambertMaterial( { color: 0xdddddd } ),
  66. new MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30, flatShading: true } ),
  67. new MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30 } )
  68. ];
  69. var geometry = new SphereBufferGeometry( 50, 32, 16 );
  70. for ( var i = 0; i < 5000; i ++ ) {
  71. // random order
  72. //var index = Math.floor( Math.random() * materials.length );
  73. // sort by material / geometry
  74. var index = Math.floor( ( i / 5000 ) * materials.length );
  75. var material = materials[ index ];
  76. var mesh = new Mesh( geometry, material );
  77. mesh.position.x = Math.random() * 10000 - 5000;
  78. mesh.position.y = Math.random() * 10000 - 5000;
  79. mesh.position.z = Math.random() * 10000 - 5000;
  80. //mesh.rotation.x = Math.random() * 360 * ( Math.PI / 180 );
  81. mesh.rotation.y = Math.random() * 2 * Math.PI;
  82. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 4 + 1;
  83. scene.add( mesh );
  84. }
  85. renderer = new WebGLRenderer( { antialias: true } );
  86. renderer.setPixelRatio( window.devicePixelRatio );
  87. renderer.setSize( window.innerWidth, window.innerHeight );
  88. container.appendChild( renderer.domElement );
  89. if ( statsEnabled ) {
  90. stats = new Stats();
  91. container.appendChild( stats.dom );
  92. }
  93. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  94. //
  95. window.addEventListener( 'resize', onWindowResize, false );
  96. }
  97. function onWindowResize() {
  98. windowHalfX = window.innerWidth / 2;
  99. windowHalfY = window.innerHeight / 2;
  100. camera.aspect = window.innerWidth / window.innerHeight;
  101. camera.updateProjectionMatrix();
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. }
  104. function generateTexture( r, g, b ) {
  105. var canvas = document.createElement( 'canvas' );
  106. canvas.width = 256;
  107. canvas.height = 256;
  108. var context = canvas.getContext( '2d' );
  109. var image = context.getImageData( 0, 0, 256, 256 );
  110. var x = 0, y = 0, p;
  111. for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {
  112. x = j % 256;
  113. y = x == 0 ? y + 1 : y;
  114. p = Math.floor( x ^ y );
  115. image.data[ i ] = ~ ~ p * r;
  116. image.data[ i + 1 ] = ~ ~ p * g;
  117. image.data[ i + 2 ] = ~ ~ p * b;
  118. image.data[ i + 3 ] = 255;
  119. }
  120. context.putImageData( image, 0, 0 );
  121. return canvas;
  122. }
  123. function onDocumentMouseMove( event ) {
  124. mouseX = ( event.clientX - windowHalfX ) * 10;
  125. mouseY = ( event.clientY - windowHalfY ) * 10;
  126. }
  127. //
  128. function animate() {
  129. requestAnimationFrame( animate );
  130. render();
  131. if ( statsEnabled ) stats.update();
  132. }
  133. function render() {
  134. camera.position.x += ( mouseX - camera.position.x ) * .05;
  135. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  136. camera.lookAt( scene.position );
  137. renderer.render( scene, camera );
  138. }
  139. </script>
  140. </body>
  141. </html>