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