misc_ubiquity_test2.html 5.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js misc - ubiquity - test2</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-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/three.js"></script>
  17. <script src="js/renderers/Projector.js"></script>
  18. <script src="js/renderers/CanvasRenderer.js"></script>
  19. <script src="js/libs/stats.min.js"></script>
  20. <div id='container1' style='float: left '></div>
  21. <div id='container2' style='float: right'></div>
  22. <script>
  23. var stats;
  24. var camera, scene;
  25. var canvasRenderer, webglRenderer;
  26. var mesh;
  27. var texture, texture1, texture2, texture3;
  28. init();
  29. animate();
  30. function init() {
  31. var width = window.innerWidth / 2 - 2;
  32. var height = window.innerHeight;
  33. camera = new THREE.PerspectiveCamera( 70, width / height, 1, 4000 );
  34. camera.position.z = 2000;
  35. scene = new THREE.Scene();
  36. scene.background = new THREE.Color( 0xf0f0f0 );
  37. var textureLoader = new THREE.TextureLoader();
  38. // MESH - Repeat Pattern
  39. texture = textureLoader.load( 'textures/UV_Grid_Sm.jpg' );
  40. texture.wrapS = THREE.RepeatWrapping;
  41. texture.wrapT = THREE.RepeatWrapping;
  42. var geometry = new THREE.BoxGeometry( 150, 150, 150, 4, 4, 4 );
  43. var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
  44. mesh = new THREE.Mesh( geometry, material );
  45. scene.add( mesh );
  46. // SPRITES - from Sprite Sheet
  47. texture1 = textureLoader.load( 'textures/UV_Grid_Sm.jpg', function() {
  48. texture1.wrapS = THREE.ClampToEdgeWrapping;
  49. texture1.wrapT = THREE.ClampToEdgeWrapping;
  50. for ( var i = 0; i < 20; i ++ ) {
  51. var tex = texture1.clone();
  52. tex.needsUpdate = true; // cloning does not set this
  53. tex.offset.x = 0.1 * THREE.Math.randInt( 0, 7 );
  54. tex.offset.y = 0.1 * THREE.Math.randInt( 0, 7 );
  55. tex.repeat.x = 0.1 * THREE.Math.randInt( 1, 3 );
  56. tex.repeat.y = 0.1 * THREE.Math.randInt( 1, 3 );
  57. var material = new THREE.SpriteMaterial( { map: tex } );
  58. material.rotation = 0.5 * Math.PI * ( Math.random() - 0.5 );
  59. var sprite = new THREE.Sprite( material );
  60. sprite.position.x = Math.random() * 1000 - 500;
  61. sprite.position.y = Math.random() * 1000 - 500;
  62. sprite.position.z = Math.random() * 1000 - 500;
  63. sprite.scale.set( 96, 96, 1 );
  64. scene.add( sprite );
  65. }
  66. } );
  67. // SPRITES - Repeat Pattern
  68. texture2 = textureLoader.load( 'textures/sprite0.jpg' );
  69. texture2.wrapS = THREE.RepeatWrapping;
  70. texture2.wrapT = THREE.RepeatWrapping;
  71. for ( var i = 0; i < 20; i ++ ) {
  72. var material = new THREE.SpriteMaterial( { map: texture2, opacity: 0.7 } );
  73. var sprite = new THREE.Sprite( material );
  74. sprite.material.rotation = 0.5 * Math.PI * ( Math.random() - 0.5 );
  75. sprite.position.x = Math.random() * 1000 - 500;
  76. sprite.position.y = Math.random() * 1000 - 500;
  77. sprite.position.z = Math.random() * 1000 - 500;
  78. sprite.scale.set( 64, 64, 1 );
  79. scene.add( sprite );
  80. }
  81. // SPRITES - PNG
  82. texture3 = textureLoader.load( 'textures/sprite1.png' );
  83. texture3.wrapS = THREE.ClampToEdgeWrapping;
  84. texture3.wrapT = THREE.ClampToEdgeWrapping;
  85. for ( var i = 0; i < 20; i ++ ) {
  86. var material = new THREE.SpriteMaterial( { map: texture3 } );
  87. material.rotation = 2 * Math.PI * ( Math.random() - 0.5 );
  88. var sprite = new THREE.Sprite( material );
  89. sprite.position.x = Math.random() * 1000 - 500;
  90. sprite.position.y = Math.random() * 1000 - 500;
  91. sprite.position.z = Math.random() * 1000 - 500;
  92. sprite.scale.set( 64, 64, 1 );
  93. scene.add( sprite );
  94. }
  95. //
  96. canvasRenderer = new THREE.CanvasRenderer();
  97. canvasRenderer.setPixelRatio( window.devicePixelRatio );
  98. canvasRenderer.setSize( width, height );
  99. var container1 = document.getElementById( 'container1' );
  100. container1.appendChild( canvasRenderer.domElement );
  101. webglRenderer = new THREE.WebGLRenderer( { antialias: true } );
  102. webglRenderer.setPixelRatio( window.devicePixelRatio );
  103. webglRenderer.setSize( width, height );
  104. var container2 = document.getElementById( 'container2' );
  105. container2.appendChild( webglRenderer.domElement );
  106. stats = new Stats();
  107. document.body.appendChild( stats.dom );
  108. //
  109. window.addEventListener( 'resize', onWindowResize, false );
  110. }
  111. function onWindowResize() {
  112. var width = window.innerWidth / 2 - 2;
  113. var height = window.innerHeight;
  114. camera.aspect = width / height;
  115. camera.updateProjectionMatrix();
  116. canvasRenderer.setSize( width, height );
  117. webglRenderer.setSize( width, height );
  118. }
  119. //
  120. function animate() {
  121. requestAnimationFrame( animate );
  122. render();
  123. stats.update();
  124. }
  125. function render() {
  126. var time = performance.now() * 0.0001;
  127. camera.position.x = Math.sin( time ) * 500;
  128. camera.position.z = Math.cos( time ) * 500;
  129. camera.lookAt( scene.position );
  130. //
  131. texture.repeat.x = Math.sin( time ) * 0.5 + 1.0;
  132. texture.repeat.y = Math.cos( time ) * 0.5 + 1.0;
  133. texture.offset.x = Math.sin( time ) * 0.5 + 0.5;
  134. texture.offset.y = Math.cos( time ) * 0.5 + 0.5;
  135. mesh.rotation.x = time * 2;
  136. mesh.rotation.y = time * 4;
  137. //
  138. texture2.repeat.x = Math.sin( time ) + 1.25;
  139. texture2.repeat.y = Math.sin( time ) + 1.25;
  140. texture2.offset.x = Math.sin( time );
  141. texture2.offset.y = Math.cos( time );
  142. //
  143. canvasRenderer.render( scene, camera );
  144. webglRenderer.render( scene, camera );
  145. }
  146. </script>
  147. </body>
  148. </html>