misc_ubiquity_test.html 5.2 KB

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  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: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/three.js"></script>
  17. <script src="js/libs/stats.min.js"></script>
  18. <div id='container1' style='float: left '></div>
  19. <div id='container2' style='float: right'></div>
  20. <script>
  21. var stats;
  22. var camera, scene;
  23. var webglRenderer;
  24. var mesh;
  25. var texture, texture1, texture2, texture3;
  26. init();
  27. animate();
  28. function init() {
  29. var width = window.innerWidth / 2 - 2;
  30. var height = window.innerHeight;
  31. camera = new THREE.PerspectiveCamera( 70, width / height, 1, 4000 );
  32. camera.position.z = 2000;
  33. scene = new THREE.Scene();
  34. scene.background = new THREE.Color( 0xf0f0f0 );
  35. var textureLoader = new THREE.TextureLoader();
  36. // MESH - Repeat Pattern
  37. texture = textureLoader.load( 'textures/UV_Grid_Sm.jpg' );
  38. texture.wrapS = THREE.RepeatWrapping;
  39. texture.wrapT = THREE.RepeatWrapping;
  40. var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 4, 4, 4 );
  41. var material = new THREE.MeshBasicMaterial( { map: texture } );
  42. mesh = new THREE.Mesh( geometry, material );
  43. scene.add( mesh );
  44. // SPRITES - from Sprite Sheet
  45. texture1 = textureLoader.load( 'textures/UV_Grid_Sm.jpg', function () {
  46. texture1.wrapS = THREE.ClampToEdgeWrapping;
  47. texture1.wrapT = THREE.ClampToEdgeWrapping;
  48. for ( var i = 0; i < 20; i ++ ) {
  49. var tex = texture1.clone();
  50. tex.needsUpdate = true; // cloning does not set this
  51. tex.offset.x = 0.1 * THREE.Math.randInt( 0, 7 );
  52. tex.offset.y = 0.1 * THREE.Math.randInt( 0, 7 );
  53. tex.repeat.x = 0.1 * THREE.Math.randInt( 1, 3 );
  54. tex.repeat.y = 0.1 * THREE.Math.randInt( 1, 3 );
  55. var material = new THREE.SpriteMaterial( { map: tex } );
  56. material.rotation = 0.5 * Math.PI * ( Math.random() - 0.5 );
  57. var sprite = new THREE.Sprite( material );
  58. sprite.position.x = Math.random() * 1000 - 500;
  59. sprite.position.y = Math.random() * 1000 - 500;
  60. sprite.position.z = Math.random() * 1000 - 500;
  61. sprite.scale.set( 96, 96, 1 );
  62. scene.add( sprite );
  63. }
  64. } );
  65. // SPRITES - Repeat Pattern
  66. texture2 = textureLoader.load( 'textures/sprite0.jpg' );
  67. texture2.wrapS = THREE.RepeatWrapping;
  68. texture2.wrapT = THREE.RepeatWrapping;
  69. for ( var i = 0; i < 20; i ++ ) {
  70. var material = new THREE.SpriteMaterial( { map: texture2, opacity: 0.7 } );
  71. var sprite = new THREE.Sprite( material );
  72. sprite.material.rotation = 0.5 * Math.PI * ( Math.random() - 0.5 );
  73. sprite.position.x = Math.random() * 1000 - 500;
  74. sprite.position.y = Math.random() * 1000 - 500;
  75. sprite.position.z = Math.random() * 1000 - 500;
  76. sprite.scale.set( 64, 64, 1 );
  77. scene.add( sprite );
  78. }
  79. // SPRITES - PNG
  80. texture3 = textureLoader.load( 'textures/sprite1.png' );
  81. texture3.wrapS = THREE.ClampToEdgeWrapping;
  82. texture3.wrapT = THREE.ClampToEdgeWrapping;
  83. for ( var i = 0; i < 20; i ++ ) {
  84. var material = new THREE.SpriteMaterial( { map: texture3 } );
  85. material.rotation = 2 * Math.PI * ( Math.random() - 0.5 );
  86. var sprite = new THREE.Sprite( material );
  87. sprite.position.x = Math.random() * 1000 - 500;
  88. sprite.position.y = Math.random() * 1000 - 500;
  89. sprite.position.z = Math.random() * 1000 - 500;
  90. sprite.scale.set( 64, 64, 1 );
  91. scene.add( sprite );
  92. }
  93. //
  94. webglRenderer = new THREE.WebGLRenderer( { antialias: true } );
  95. webglRenderer.setPixelRatio( window.devicePixelRatio );
  96. webglRenderer.setSize( width, height );
  97. var container2 = document.getElementById( 'container2' );
  98. container2.appendChild( webglRenderer.domElement );
  99. stats = new Stats();
  100. document.body.appendChild( stats.dom );
  101. //
  102. window.addEventListener( 'resize', onWindowResize, false );
  103. }
  104. function onWindowResize() {
  105. var width = window.innerWidth / 2 - 2;
  106. var height = window.innerHeight;
  107. camera.aspect = width / height;
  108. camera.updateProjectionMatrix();
  109. webglRenderer.setSize( width, height );
  110. }
  111. //
  112. function animate() {
  113. requestAnimationFrame( animate );
  114. render();
  115. stats.update();
  116. }
  117. function render() {
  118. var time = performance.now() * 0.0001;
  119. camera.position.x = Math.sin( time ) * 500;
  120. camera.position.z = Math.cos( time ) * 500;
  121. camera.lookAt( scene.position );
  122. //
  123. texture.repeat.x = Math.sin( time ) * 0.5 + 1.0;
  124. texture.repeat.y = Math.cos( time ) * 0.5 + 1.0;
  125. texture.offset.x = Math.sin( time ) * 0.5 + 0.5;
  126. texture.offset.y = Math.cos( time ) * 0.5 + 0.5;
  127. mesh.rotation.x = time * 2;
  128. mesh.rotation.y = time * 4;
  129. //
  130. texture2.repeat.x = Math.sin( time ) + 1.25;
  131. texture2.repeat.y = Math.sin( time ) + 1.25;
  132. texture2.offset.x = Math.sin( time );
  133. texture2.offset.y = Math.cos( time );
  134. //
  135. webglRenderer.render( scene, camera );
  136. }
  137. </script>
  138. </body>
  139. </html>