webgl_buffergeometry_constructed_from_geometry.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffer geometry constructed from geometry</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: #ffffff;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. padding: 5px;
  19. font-family: Monospace;
  20. font-size: 13px;
  21. text-align: center;
  22. }
  23. a {
  24. color: #0080ff;
  25. }
  26. </style>
  27. <script src="../build/three.js"></script>
  28. <script src="js/controls/TrackballControls.js"></script>
  29. <script src="js/libs/stats.min.js"></script>
  30. <script src="js/WebGL.js"></script>
  31. </head>
  32. <body>
  33. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffer geometry constructed from geometry - by <a target="_blank" href="http://callum.com">Callum Prentice</a></div>
  34. <script>
  35. if ( WEBGL.isWebGLAvailable() === false ) {
  36. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  37. }
  38. var camera, scene, renderer, controls, stats;
  39. init();
  40. animate();
  41. function init() {
  42. renderer = new THREE.WebGLRenderer( { antialias: true } );
  43. renderer.setPixelRatio( window.devicePixelRatio );
  44. renderer.setSize( window.innerWidth, window.innerHeight );
  45. document.body.appendChild( renderer.domElement );
  46. scene = new THREE.Scene();
  47. camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
  48. camera.position.z = 480.0;
  49. scene.add( camera );
  50. controls = new THREE.TrackballControls( camera, renderer.domElement );
  51. controls.minDistance = 100.0;
  52. controls.maxDistance = 800.0;
  53. controls.dynamicDampingFactor = 0.1;
  54. scene.add( new THREE.AmbientLight( 0xffffff, 0.2 ) );
  55. var light = new THREE.PointLight( 0xffffff, 0.7 );
  56. camera.add( light );
  57. createScene();
  58. stats = new Stats();
  59. document.body.appendChild( stats.dom );
  60. window.addEventListener( 'resize', onWindowResize, false );
  61. }
  62. function createGeometry() {
  63. var heartShape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
  64. var x = 0, y = 0;
  65. heartShape.moveTo( x + 25, y + 25 );
  66. heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
  67. heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
  68. heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
  69. heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
  70. heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
  71. heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
  72. var extrudeSettings = {
  73. depth: 16,
  74. bevelEnabled: true,
  75. bevelSegments: 1,
  76. steps: 2,
  77. bevelSize: 1,
  78. bevelThickness: 1
  79. };
  80. var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  81. geometry.rotateX( Math.PI );
  82. geometry.scale( 0.4, 0.4, 0.4 );
  83. return geometry;
  84. }
  85. function createScene() {
  86. var bufferGeometry = new THREE.BufferGeometry();
  87. var radius = 125;
  88. var count = 80;
  89. var positions = [];
  90. var normals = [];
  91. var colors = [];
  92. var vector = new THREE.Vector3();
  93. var color = new THREE.Color( 0xffffff );
  94. var heartGeometry = createGeometry();
  95. var geometry = new THREE.Geometry();
  96. for ( var i = 1, l = count; i <= l; i ++ ) {
  97. var phi = Math.acos( - 1 + ( 2 * i ) / l );
  98. var theta = Math.sqrt( l * Math.PI ) * phi;
  99. vector.setFromSphericalCoords( radius, phi, theta );
  100. geometry.copy( heartGeometry );
  101. geometry.lookAt( vector );
  102. geometry.translate( vector.x, vector.y, vector.z );
  103. color.setHSL( ( i / l ), 1.0, 0.7 );
  104. geometry.faces.forEach( function ( face ) {
  105. positions.push( geometry.vertices[ face.a ].x );
  106. positions.push( geometry.vertices[ face.a ].y );
  107. positions.push( geometry.vertices[ face.a ].z );
  108. positions.push( geometry.vertices[ face.b ].x );
  109. positions.push( geometry.vertices[ face.b ].y );
  110. positions.push( geometry.vertices[ face.b ].z );
  111. positions.push( geometry.vertices[ face.c ].x );
  112. positions.push( geometry.vertices[ face.c ].y );
  113. positions.push( geometry.vertices[ face.c ].z );
  114. normals.push( face.normal.x );
  115. normals.push( face.normal.y );
  116. normals.push( face.normal.z );
  117. normals.push( face.normal.x );
  118. normals.push( face.normal.y );
  119. normals.push( face.normal.z );
  120. normals.push( face.normal.x );
  121. normals.push( face.normal.y );
  122. normals.push( face.normal.z );
  123. colors.push( color.r );
  124. colors.push( color.g );
  125. colors.push( color.b );
  126. colors.push( color.r );
  127. colors.push( color.g );
  128. colors.push( color.b );
  129. colors.push( color.r );
  130. colors.push( color.g );
  131. colors.push( color.b );
  132. } );
  133. }
  134. bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  135. bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  136. bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  137. var material = new THREE.MeshPhongMaterial( { shininess: 80, vertexColors: THREE.VertexColors } );
  138. var mesh = new THREE.Mesh( bufferGeometry, material );
  139. scene.add( mesh );
  140. }
  141. function onWindowResize() {
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. }
  146. function animate( time ) {
  147. requestAnimationFrame( animate );
  148. controls.update();
  149. stats.update();
  150. renderer.render( scene, camera );
  151. }
  152. </script>
  153. </body>
  154. </html>