custom-buffergeometry-cube-indexed.html 5.4 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Custom BufferGeometry - Indexed</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. margin: 0;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three';
  35. function main() {
  36. const canvas = document.querySelector('#c');
  37. const renderer = new THREE.WebGLRenderer({canvas});
  38. const fov = 75;
  39. const aspect = 2; // the canvas default
  40. const near = 0.1;
  41. const far = 100;
  42. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  43. camera.position.z = 5;
  44. const scene = new THREE.Scene();
  45. {
  46. const color = 0xFFFFFF;
  47. const intensity = 1;
  48. const light = new THREE.DirectionalLight(color, intensity);
  49. light.position.set(-1, 2, 4);
  50. scene.add(light);
  51. }
  52. // NOT A GOOD EXAMPLE OF HOW TO MAKE A CUBE!
  53. // Only trying to make it clear most vertices are unique
  54. const vertices = [
  55. // front
  56. { pos: [-1, -1, 1], norm: [ 0, 0, 1], uv: [0, 0], }, // 0
  57. { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], }, // 1
  58. { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], }, // 2
  59. { pos: [ 1, 1, 1], norm: [ 0, 0, 1], uv: [1, 1], }, // 3
  60. // right
  61. { pos: [ 1, -1, 1], norm: [ 1, 0, 0], uv: [0, 0], }, // 4
  62. { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], }, // 5
  63. { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], }, // 6
  64. { pos: [ 1, 1, -1], norm: [ 1, 0, 0], uv: [1, 1], }, // 7
  65. // back
  66. { pos: [ 1, -1, -1], norm: [ 0, 0, -1], uv: [0, 0], }, // 8
  67. { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], }, // 9
  68. { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], }, // 10
  69. { pos: [-1, 1, -1], norm: [ 0, 0, -1], uv: [1, 1], }, // 11
  70. // left
  71. { pos: [-1, -1, -1], norm: [-1, 0, 0], uv: [0, 0], }, // 12
  72. { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], }, // 13
  73. { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], }, // 14
  74. { pos: [-1, 1, 1], norm: [-1, 0, 0], uv: [1, 1], }, // 15
  75. // top
  76. { pos: [ 1, 1, -1], norm: [ 0, 1, 0], uv: [0, 0], }, // 16
  77. { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], }, // 17
  78. { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], }, // 18
  79. { pos: [-1, 1, 1], norm: [ 0, 1, 0], uv: [1, 1], }, // 19
  80. // bottom
  81. { pos: [ 1, -1, 1], norm: [ 0, -1, 0], uv: [0, 0], }, // 20
  82. { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], }, // 21
  83. { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], }, // 22
  84. { pos: [-1, -1, -1], norm: [ 0, -1, 0], uv: [1, 1], }, // 23
  85. ];
  86. const positions = [];
  87. const normals = [];
  88. const uvs = [];
  89. for (const vertex of vertices) {
  90. positions.push(...vertex.pos);
  91. normals.push(...vertex.norm);
  92. uvs.push(...vertex.uv);
  93. }
  94. const geometry = new THREE.BufferGeometry();
  95. const positionNumComponents = 3;
  96. const normalNumComponents = 3;
  97. const uvNumComponents = 2;
  98. geometry.setAttribute(
  99. 'position',
  100. new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
  101. geometry.setAttribute(
  102. 'normal',
  103. new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
  104. geometry.setAttribute(
  105. 'uv',
  106. new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
  107. geometry.setIndex([
  108. 0, 1, 2, 2, 1, 3,
  109. 4, 5, 6, 6, 5, 7,
  110. 8, 9, 10, 10, 9, 11,
  111. 12, 13, 14, 14, 13, 15,
  112. 16, 17, 18, 18, 17, 19,
  113. 20, 21, 22, 22, 21, 23,
  114. ]);
  115. const loader = new THREE.TextureLoader();
  116. const texture = loader.load('resources/images/star.png');
  117. function makeInstance(geometry, color, x) {
  118. const material = new THREE.MeshPhongMaterial({color, map: texture});
  119. const cube = new THREE.Mesh(geometry, material);
  120. scene.add(cube);
  121. cube.position.x = x;
  122. return cube;
  123. }
  124. const cubes = [
  125. makeInstance(geometry, 0x88FF88, 0),
  126. makeInstance(geometry, 0x8888FF, -4),
  127. makeInstance(geometry, 0xFF8888, 4),
  128. ];
  129. function resizeRendererToDisplaySize(renderer) {
  130. const canvas = renderer.domElement;
  131. const width = canvas.clientWidth;
  132. const height = canvas.clientHeight;
  133. const needResize = canvas.width !== width || canvas.height !== height;
  134. if (needResize) {
  135. renderer.setSize(width, height, false);
  136. }
  137. return needResize;
  138. }
  139. function render(time) {
  140. time *= 0.001;
  141. if (resizeRendererToDisplaySize(renderer)) {
  142. const canvas = renderer.domElement;
  143. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  144. camera.updateProjectionMatrix();
  145. }
  146. cubes.forEach((cube, ndx) => {
  147. const speed = 1 + ndx * .1;
  148. const rot = time * speed;
  149. cube.rotation.x = rot;
  150. cube.rotation.y = rot;
  151. });
  152. renderer.render(scene, camera);
  153. requestAnimationFrame(render);
  154. }
  155. requestAnimationFrame(render);
  156. }
  157. main();
  158. </script>
  159. </html>