webgl_geometry_large_mesh.html 7.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - large mesh</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. color:#fff;
  11. padding:0;
  12. margin:0;
  13. overflow:hidden;
  14. font-family:georgia;
  15. text-align:center;
  16. }
  17. h1 { }
  18. a { color:skyblue }
  19. canvas { pointer-events:none; z-index:10; }
  20. #log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
  21. #d { text-align:center; margin:1em 0 -18em 0; z-index:0; position:relative; display:block }
  22. .button { background:orange; color:#fff; padding:0.2em 0.5em; cursor:pointer }
  23. .inactive { background:#999; color:#eee }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="d">
  28. <h1>Large mesh test</h1>
  29. <span id="rcanvas" class="button inactive">2d canvas renderer</span>
  30. <span id="rwebgl" class="button">WebGL renderer</span>
  31. <br/>
  32. <p>Lucy model from <a href="http://graphics.stanford.edu/data/3Dscanrep/">Stanford 3d scanning repository</a>
  33. (decimated with <a href="http://meshlab.sourceforge.net/">Meshlab</a>).
  34. <p>Please be patient while the mesh is loading. It may take a while, it's 2 MB file.
  35. <br/>
  36. <p>Best viewed in Chrome or Firefox using WebGL renderer.
  37. <p>Canvas renderer is very slow for this demo and only diffuse material works there.
  38. <p>Use the flag --allow-file-access-from-files if working localy in Chrome.
  39. </div>
  40. <pre id="log"></pre>
  41. <script src="../build/three.min.js"></script>
  42. <script src="js/loaders/BinaryLoader.js"></script>
  43. <script src="js/libs/stats.min.js"></script>
  44. <script>
  45. var SCREEN_WIDTH = window.innerWidth;
  46. var SCREEN_HEIGHT = window.innerHeight;
  47. var FLOOR = -250;
  48. var container, stats;
  49. var camera, scene, canvasRenderer, webglRenderer;
  50. var loader;
  51. var mesh, zmesh, lightMesh;
  52. var directionalLight, pointLight;
  53. var mouseX = 0, mouseY = 0;
  54. var windowHalfX = window.innerWidth / 2;
  55. var windowHalfY = window.innerHeight / 2;
  56. var render_canvas = 1, render_gl = 1;
  57. var has_gl = 0;
  58. var bcanvas = document.getElementById( "rcanvas" );
  59. var bwebgl = document.getElementById( "rwebgl" );
  60. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  61. init();
  62. animate();
  63. render_canvas = !has_gl;
  64. bwebgl.style.display = has_gl ? "inline" : "none";
  65. bcanvas.className = render_canvas ? "button" : "button inactive";
  66. function addMesh( geometry, scale, x, y, z, rx, ry, rz, material ) {
  67. mesh = new THREE.Mesh( geometry, material );
  68. mesh.scale.set( scale, scale, scale );
  69. mesh.position.set( x, y, z );
  70. mesh.rotation.set( rx, ry, rz );
  71. scene.add( mesh );
  72. }
  73. function init() {
  74. container = document.createElement( 'div' );
  75. document.body.appendChild( container );
  76. camera = new THREE.PerspectiveCamera( 50, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  77. camera.position.z = 1500;
  78. scene = new THREE.Scene();
  79. // LIGHTS
  80. var ambient = new THREE.AmbientLight( 0x101010 );
  81. scene.add( ambient );
  82. directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  83. directionalLight.position.set( 1, 1, 2 ).normalize();
  84. scene.add( directionalLight );
  85. pointLight = new THREE.PointLight( 0xffaa00 );
  86. pointLight.position.set( 0, 0, 0 );
  87. scene.add( pointLight );
  88. // light representation
  89. sphere = new THREE.SphereGeometry( 100, 16, 8, 1 );
  90. lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  91. lightMesh.scale.set( 0.05, 0.05, 0.05 );
  92. lightMesh.position = pointLight.position;
  93. scene.add( lightMesh );
  94. if ( render_gl ) {
  95. try {
  96. webglRenderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
  97. webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  98. webglRenderer.domElement.style.position = "relative";
  99. container.appendChild( webglRenderer.domElement );
  100. has_gl = 1;
  101. }
  102. catch (e) {
  103. }
  104. }
  105. if( render_canvas ) {
  106. canvasRenderer = new THREE.CanvasRenderer();
  107. canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  108. container.appendChild( canvasRenderer.domElement );
  109. }
  110. stats = new Stats();
  111. stats.domElement.style.position = 'absolute';
  112. stats.domElement.style.top = '0px';
  113. stats.domElement.style.zIndex = 100;
  114. container.appendChild( stats.domElement );
  115. bcanvas.addEventListener( "click", toggleCanvas, false );
  116. bwebgl.addEventListener( "click", toggleWebGL, false );
  117. loader = new THREE.BinaryLoader( true );
  118. //loader = new THREE.JSONLoader( true );
  119. document.body.appendChild( loader.statusDomElement );
  120. var start = Date.now();
  121. //loader.load( 'obj/lucy/Lucy100k_slim.js', callback );
  122. loader.load( 'obj/lucy/Lucy100k_bin.js', function ( geometry, materials ) {
  123. addMesh( geometry, 0.75, 900, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0x990000, shininess: 30 } ) );
  124. addMesh( geometry, 0.75, 300, 0, 0, 0,0,0, new THREE.MeshFaceMaterial( materials ) );
  125. addMesh( geometry, 0.75, -300, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x111111, specular: 0xffaa00, shininess: 10 } ) );
  126. addMesh( geometry, 0.75, -900, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x555555, specular: 0x666666, shininess: 10 } ) );
  127. loader.statusDomElement.style.display = "none";
  128. log( "geometry.vertices: " + geometry.vertices.length );
  129. log( "geometry.faces: " + geometry.faces.length );
  130. log( "model loaded and created in " + ( Date.now() - start ) + " ms" );
  131. } );
  132. //
  133. window.addEventListener( 'resize', onWindowResize, false );
  134. }
  135. function onWindowResize() {
  136. windowHalfX = window.innerWidth / 2;
  137. windowHalfY = window.innerHeight / 2;
  138. camera.aspect = window.innerWidth / window.innerHeight;
  139. camera.updateProjectionMatrix();
  140. if ( render_canvas ) canvasRenderer.setSize( window.innerWidth, window.innerHeight );
  141. if ( render_gl && has_gl ) webglRenderer.setSize( window.innerWidth, window.innerHeight );
  142. }
  143. function onDocumentMouseMove( event ) {
  144. mouseX = ( event.clientX - windowHalfX );
  145. mouseY = ( event.clientY - windowHalfY );
  146. }
  147. //
  148. function animate() {
  149. requestAnimationFrame( animate );
  150. render();
  151. stats.update();
  152. }
  153. var r = 0;
  154. function render() {
  155. camera.position.x += ( mouseX - camera.position.x ) * .05;
  156. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  157. camera.lookAt( scene.position );
  158. lightMesh.position.x = 700 * Math.cos( r );
  159. lightMesh.position.z = 700 * Math.sin( r );
  160. r += 0.01;
  161. if ( render_canvas ) canvasRenderer.render( scene, camera );
  162. if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
  163. }
  164. function log( text ) {
  165. var e = document.getElementById( "log" );
  166. e.innerHTML = text + "<br/>" + e.innerHTML;
  167. }
  168. function toggleCanvas() {
  169. render_canvas = !render_canvas;
  170. bcanvas.className = render_canvas ? "button" : "button inactive";
  171. render_gl = !render_canvas;
  172. bwebgl.className = render_gl ? "button" : "button inactive";
  173. if( has_gl )
  174. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  175. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  176. }
  177. function toggleWebGL() {
  178. render_gl = !render_gl;
  179. bwebgl.className = render_gl ? "button" : "button inactive";
  180. render_canvas = !render_gl;
  181. bcanvas.className = render_canvas ? "button" : "button inactive";
  182. if( has_gl )
  183. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  184. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  185. }
  186. </script>
  187. </body>
  188. </html>