webgl_buffergeometry_indexed.html 4.3 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. <style>
  8. body {
  9. color: #cccccc;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #050505;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #0080ff;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - indexed</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script src="./js/libs/dat.gui.min.js"></script>
  34. <script>
  35. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  36. var camera, scene, renderer, stats;
  37. var mesh;
  38. init();
  39. animate();
  40. function init() {
  41. //
  42. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  43. camera.position.z = 64;
  44. scene = new THREE.Scene();
  45. scene.background = new THREE.Color( 0x050505 );
  46. //
  47. var ambientLight = new THREE.AmbientLight( 0x222222 );
  48. scene.add( ambientLight );
  49. var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
  50. light1.position.set( 1, 1, 1 );
  51. scene.add( light1 );
  52. var light2 = new THREE.DirectionalLight( 0xffffff, 1 );
  53. light2.position.set( 0, - 1, 0 );
  54. scene.add( light2 );
  55. //
  56. var geometry = new THREE.BufferGeometry();
  57. var indices = [];
  58. var vertices = [];
  59. var normals = [];
  60. var colors = [];
  61. var size = 20;
  62. var segments = 10;
  63. var halfSize = size / 2;
  64. var segmentSize = size / segments;
  65. // generate vertices, normals and color data for a simple grid geometry
  66. for ( var i = 0; i <= segments; i ++ ) {
  67. var y = ( i * segmentSize ) - halfSize;
  68. for ( var j = 0; j <= segments; j ++ ) {
  69. var x = ( j * segmentSize ) - halfSize;
  70. vertices.push( x, - y, 0 );
  71. normals.push( 0, 0, 1 );
  72. var r = ( x / size ) + 0.5;
  73. var g = ( y / size ) + 0.5;
  74. colors.push( r, g, 1 );
  75. }
  76. }
  77. // generate indices (data for element array buffer)
  78. for ( var i = 0; i < segments; i ++ ) {
  79. for ( var j = 0; j < segments; j ++ ) {
  80. var a = i * ( segments + 1 ) + ( j + 1 );
  81. var b = i * ( segments + 1 ) + j;
  82. var c = ( i + 1 ) * ( segments + 1 ) + j;
  83. var d = ( i + 1 ) * ( segments + 1 ) + ( j + 1 );
  84. // generate two faces (triangles) per iteration
  85. indices.push( a, b, d ); // face one
  86. indices.push( b, c, d ); // face two
  87. }
  88. }
  89. //
  90. geometry.setIndex( indices );
  91. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  92. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  93. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  94. var material = new THREE.MeshPhongMaterial( {
  95. specular: 0x111111, shininess: 250,
  96. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  97. } );
  98. mesh = new THREE.Mesh( geometry, material );
  99. scene.add( mesh );
  100. //
  101. renderer = new THREE.WebGLRenderer( { antialias: true } );
  102. renderer.setPixelRatio( window.devicePixelRatio );
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. document.body.appendChild( renderer.domElement );
  105. //
  106. stats = new Stats();
  107. document.body.appendChild( stats.dom );
  108. //
  109. var gui = new dat.GUI()
  110. gui.add( material, 'wireframe' );
  111. //
  112. window.addEventListener( 'resize', onWindowResize, false );
  113. }
  114. function onWindowResize() {
  115. camera.aspect = window.innerWidth / window.innerHeight;
  116. camera.updateProjectionMatrix();
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. }
  119. //
  120. function animate() {
  121. requestAnimationFrame( animate );
  122. render();
  123. stats.update();
  124. }
  125. function render() {
  126. var time = Date.now() * 0.001;
  127. mesh.rotation.x = time * 0.25;
  128. mesh.rotation.y = time * 0.5;
  129. renderer.render( scene, camera );
  130. }
  131. </script>
  132. </body>
  133. </html>