Fdage1.html 7.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive - buffergeometry</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. <script src="../build/three.js"></script>
  30. <script src="js/controls/OrbitControls.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  35. var container, stats;
  36. var camera, controls, scene, renderer;
  37. var mesh;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.getElementById( 'container' );
  42. //
  43. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 100, 2000000 );
  44. camera.position.set( -3, 0.4, -18 );
  45. camera.updateProjectionMatrix();
  46. scene = new THREE.Scene();
  47. //
  48. //scene.add( new THREE.AmbientLight( 0x444444 ) );
  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, 1.5 );
  53. // light2.position.set( 0, -1, 0 );
  54. // scene.add( light2 );
  55. //
  56. /*
  57. var triangles = 5000;
  58. var geometry = new THREE.BufferGeometry();
  59. var positions = new Float32Array( triangles * 3 * 3 );
  60. var normals = new Float32Array( triangles * 3 * 3 );
  61. var colors = new Float32Array( triangles * 3 * 3 );
  62. var color = new THREE.Color();
  63. var n = 800, n2 = n/2; // triangles spread in the cube
  64. var d = 120, d2 = d/2; // individual triangle size
  65. var pA = new THREE.Vector3();
  66. var pB = new THREE.Vector3();
  67. var pC = new THREE.Vector3();
  68. var cb = new THREE.Vector3();
  69. var ab = new THREE.Vector3();
  70. for ( var i = 0; i < positions.length; i += 9 ) {
  71. // positions
  72. var x = Math.random() * n - n2;
  73. var y = Math.random() * n - n2;
  74. var z = Math.random() * n - n2;
  75. var ax = x + Math.random() * d - d2;
  76. var ay = y + Math.random() * d - d2;
  77. var az = z + Math.random() * d - d2;
  78. var bx = x + Math.random() * d - d2;
  79. var by = y + Math.random() * d - d2;
  80. var bz = z + Math.random() * d - d2;
  81. var cx = x + Math.random() * d - d2;
  82. var cy = y + Math.random() * d - d2;
  83. var cz = z + Math.random() * d - d2;
  84. positions[ i ] = ax;
  85. positions[ i + 1 ] = ay;
  86. positions[ i + 2 ] = az;
  87. positions[ i + 3 ] = bx;
  88. positions[ i + 4 ] = by;
  89. positions[ i + 5 ] = bz;
  90. positions[ i + 6 ] = cx;
  91. positions[ i + 7 ] = cy;
  92. positions[ i + 8 ] = cz;
  93. // flat face normals
  94. pA.set( ax, ay, az );
  95. pB.set( bx, by, bz );
  96. pC.set( cx, cy, cz );
  97. cb.subVectors( pC, pB );
  98. ab.subVectors( pA, pB );
  99. cb.cross( ab );
  100. cb.normalize();
  101. var nx = cb.x;
  102. var ny = cb.y;
  103. var nz = cb.z;
  104. normals[ i ] = nx;
  105. normals[ i + 1 ] = ny;
  106. normals[ i + 2 ] = nz;
  107. normals[ i + 3 ] = nx;
  108. normals[ i + 4 ] = ny;
  109. normals[ i + 5 ] = nz;
  110. normals[ i + 6 ] = nx;
  111. normals[ i + 7 ] = ny;
  112. normals[ i + 8 ] = nz;
  113. // colors
  114. var vx = ( x / n ) + 0.5;
  115. var vy = ( y / n ) + 0.5;
  116. var vz = ( z / n ) + 0.5;
  117. color.setRGB( vx, vy, vz );
  118. colors[ i ] = color.r;
  119. colors[ i + 1 ] = color.g;
  120. colors[ i + 2 ] = color.b;
  121. colors[ i + 3 ] = color.r;
  122. colors[ i + 4 ] = color.g;
  123. colors[ i + 5 ] = color.b;
  124. colors[ i + 6 ] = color.r;
  125. colors[ i + 7 ] = color.g;
  126. colors[ i + 8 ] = color.b;
  127. }
  128. */
  129. var shader = {
  130. uniforms: {
  131. "b":{type:'f',value:null},
  132. "tex":{type:'t',value:null}
  133. },
  134. vertexShader: [
  135. "precision highp float;",
  136. "varying vec2 tc;",
  137. "attribute vec4 p;",
  138. "void main(){",
  139. " gl_Position=p;",
  140. " tc=vec2(0.5,0.5/8.0)*p.xy+vec2(0.5,6.5/8.0);",
  141. "}"
  142. ].join( "\n" ),
  143. fragmentShader: [
  144. "precision highp float;",
  145. "varying vec2 tc;",
  146. "uniform sampler2D tex;",
  147. "uniform float b;",
  148. "void main(){",
  149. " vec4 s=texture2D(tex,tc); ",
  150. " gl_FragColor.xyz=s.xyz*(b*s.w);",
  151. "}"
  152. ].join( "\n" )
  153. };
  154. var positions = new Float32Array([-1, -1, 0.5, 1, 3, -1, 0.5, 1, -1, 3, 0.5, 1]);
  155. var geometry = new THREE.BufferGeometry();
  156. geometry.addAttribute( 'p', new THREE.BufferAttribute( positions, 3 ) );
  157. geometry.computeBoundingSphere();
  158. new THREE.TextureLoader().load( 'textures/sky.png', function ( texture ) {
  159. this.material = new THREE.RawShaderMaterial( {
  160. uniforms: shader.uniforms,
  161. vertexShader: shader.vertexShader,
  162. fragmentShader: shader.fragmentShader
  163. } );
  164. this.material.uniforms.b.value = 7 * Math.sqrt(0.488874);
  165. this.material.uniforms.tex.value = texture;
  166. mesh = new THREE.Mesh( geometry, this.material );
  167. scene.add( mesh );
  168. }.bind(this));
  169. // this.material = new RawShaderMaterial( {
  170. // uniforms: shader.uniforms,
  171. // vertexShader: shader.vertexShader,
  172. // fragmentShader: shader.fragmentShader
  173. // } );
  174. //this.material.uniforms.b.value = 7 * Math.sqrt(0.488874);//7 * Math.sqrt(this.backgroundBrightness))
  175. //
  176. var texture1 = new THREE.TextureLoader().load( 'textures/crate.gif' );
  177. var geometry1 = new THREE.BoxBufferGeometry( 200, 200, 200 );
  178. var material1 = new THREE.MeshBasicMaterial( { map: texture1 } );
  179. mesh1 = new THREE.Mesh( geometry1, material1 );
  180. scene.add( mesh1 );
  181. renderer = new THREE.WebGLRenderer();
  182. renderer.setPixelRatio( window.devicePixelRatio );
  183. renderer.setSize( window.innerWidth, window.innerHeight );
  184. container.appendChild( renderer.domElement );
  185. controls = new THREE.OrbitControls( camera, renderer.domElement );
  186. controls.addEventListener( 'change', render );
  187. stats = new Stats();
  188. container.appendChild( stats.dom );
  189. window.addEventListener( 'resize', onWindowResize, false );
  190. }
  191. function onWindowResize() {
  192. camera.aspect = window.innerWidth / window.innerHeight;
  193. camera.updateProjectionMatrix();
  194. renderer.setSize( window.innerWidth, window.innerHeight );
  195. }
  196. function animate() {
  197. requestAnimationFrame( animate );
  198. renderer.render( scene, camera );
  199. controls.update();
  200. }
  201. </script>
  202. </body>
  203. </html>