webgl_sandbox.html 5.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216
  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. <style>
  8. body {
  9. background:#000;
  10. padding:0;
  11. margin:0;
  12. font-weight: bold;
  13. overflow:hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 0px; width: 100%;
  18. color: #ffffff;
  19. padding: 5px;
  20. font-family:Monospace;
  21. font-size:13px;
  22. text-align:center;
  23. z-index:1000;
  24. }
  25. a { color: #ffffff; }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl sandbox.</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/shaders/BasicShader.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. var statsEnabled = true;
  35. var container, stats;
  36. var camera, scene, renderer;
  37. var mouseX = 0, mouseY = 0;
  38. var windowHalfX = window.innerWidth / 2;
  39. var windowHalfY = window.innerHeight / 2;
  40. init();
  41. animate();
  42. function init() {
  43. container = document.createElement( 'div' );
  44. document.body.appendChild( container );
  45. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  46. camera.position.z = 3200;
  47. scene = new THREE.Scene();
  48. scene.fog = new THREE.Fog( 0x000000, 1, 20000 );
  49. var light = new THREE.PointLight( 0xffffff );
  50. scene.add( light );
  51. var shader = THREE.BasicShader;
  52. var uniforms = shader.uniforms;
  53. var vertexShader = shader.vertexShader;
  54. var fragmentShader = shader.fragmentShader;
  55. var texture1 = new THREE.CanvasTexture( generateTexture( 0, 0.5, 1 ), THREE.UVMapping );
  56. var texture2 = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
  57. var materials = [
  58. new THREE.MeshNormalMaterial(),
  59. new THREE.MeshDepthMaterial(),
  60. new THREE.MeshBasicMaterial( { color: 0x0066ff, blending: THREE.AdditiveBlending, transparent: true, depthWrite: false } ),
  61. new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ),
  62. new THREE.MeshBasicMaterial( { map: texture1, fog: false } ),
  63. new THREE.MeshBasicMaterial( { map: texture2 } ),
  64. new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader, transparent: true } ),
  65. new THREE.MeshLambertMaterial( { map: texture2 } ),
  66. new THREE.MeshLambertMaterial( { color: 0xdddddd } ),
  67. new THREE.MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30, flatShading: true } ),
  68. new THREE.MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30 } )
  69. ];
  70. var geometry = new THREE.SphereBufferGeometry( 50, 32, 16 );
  71. for ( var i = 0; i < 5000; i ++ ) {
  72. // random order
  73. //var index = Math.floor( Math.random() * materials.length );
  74. // sort by material / geometry
  75. var index = Math.floor( ( i / 5000 ) * materials.length );
  76. var material = materials[ index ];
  77. var mesh = new THREE.Mesh( geometry, material );
  78. mesh.position.x = Math.random() * 10000 - 5000;
  79. mesh.position.y = Math.random() * 10000 - 5000;
  80. mesh.position.z = Math.random() * 10000 - 5000;
  81. //mesh.rotation.x = Math.random() * 360 * ( Math.PI / 180 );
  82. mesh.rotation.y = Math.random() * 2 * Math.PI;
  83. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 4 + 1;
  84. scene.add( mesh );
  85. }
  86. renderer = new THREE.WebGLRenderer( { antialias: true } );
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. container.appendChild( renderer.domElement );
  90. if ( statsEnabled ) {
  91. stats = new Stats();
  92. container.appendChild( stats.dom );
  93. }
  94. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  95. //
  96. window.addEventListener( 'resize', onWindowResize, false );
  97. }
  98. function onWindowResize() {
  99. windowHalfX = window.innerWidth / 2;
  100. windowHalfY = window.innerHeight / 2;
  101. camera.aspect = window.innerWidth / window.innerHeight;
  102. camera.updateProjectionMatrix();
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. }
  105. function generateTexture( r, g, b ) {
  106. var canvas = document.createElement( 'canvas' );
  107. canvas.width = 256;
  108. canvas.height = 256;
  109. var context = canvas.getContext( '2d' );
  110. var image = context.getImageData( 0, 0, 256, 256 );
  111. var x = 0, y = 0, p;
  112. for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {
  113. x = j % 256;
  114. y = x == 0 ? y + 1 : y;
  115. p = Math.floor( x ^ y );
  116. image.data[ i ] = ~ ~ p * r;
  117. image.data[ i + 1 ] = ~ ~ p * g;
  118. image.data[ i + 2 ] = ~ ~ p * b;
  119. image.data[ i + 3 ] = 255;
  120. }
  121. context.putImageData( image, 0, 0 );
  122. return canvas;
  123. }
  124. function onDocumentMouseMove( event ) {
  125. mouseX = ( event.clientX - windowHalfX ) * 10;
  126. mouseY = ( event.clientY - windowHalfY ) * 10;
  127. }
  128. //
  129. function animate() {
  130. requestAnimationFrame( animate );
  131. render();
  132. if ( statsEnabled ) stats.update();
  133. }
  134. function render() {
  135. camera.position.x += ( mouseX - camera.position.x ) * .05;
  136. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  137. camera.lookAt( scene.position );
  138. renderer.render( scene, camera );
  139. }
  140. </script>
  141. </body>
  142. </html>