Fdage1.html 5.9 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/dat.gui.min.js"></script>
  33. <script src="js/libs/stats.min.js"></script>
  34. <script>
  35. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  36. var container, stats;
  37. var camera, controls, scene, renderer;
  38. var mesh;
  39. init();
  40. animate();
  41. function init() {
  42. container = document.getElementById( 'container' );
  43. //
  44. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, .1, 2000000 );
  45. scene = new THREE.Scene();
  46. //
  47. scene.add( new THREE.AmbientLight( 0x999999 ) );
  48. // var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
  49. // light1.position.set( 1, 1, 1 );
  50. // scene.add( light1 );
  51. // var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
  52. // light2.position.set( 0, -1, 0 );
  53. // scene.add( light2 );
  54. //
  55. var shader = {
  56. uniforms: {
  57. "b":{type:'f',value:null},
  58. "tex":{type:'t',value:null}
  59. },
  60. vertexShader: `
  61. precision highp float;
  62. varying vec2 tc;
  63. attribute vec4 position;
  64. void main(){
  65. gl_Position=position;
  66. tc=vec2(0.5,0.5/8.0)*position.xy+vec2(0.5,6.5/8.0);
  67. }
  68. `
  69. ,
  70. fragmentShader: `
  71. precision highp float;
  72. varying vec2 tc;
  73. uniform sampler2D tex;
  74. uniform float b;
  75. void main(){
  76. vec4 s=texture2D(tex,tc);
  77. //gl_FragColor.xyz=s.xyz*(b*s.w);
  78. gl_FragColor= vec4(s.xyz*(b*s.w), 1.0);
  79. }
  80. `
  81. };
  82. var material;
  83. var positions = new Float32Array([-1, -1, 0.5, 1, 3, -1, 0.5, 1, -1, 3, 0.5, 1]);
  84. //var indexes = new Uint16Array([0,1,2]);
  85. var geometry = new THREE.BufferGeometry();
  86. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 4 ) );
  87. //geometry.setIndex(new THREE.BufferAttribute(indexes, 1))
  88. //geometry.computeBoundingSphere();
  89. //var m = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { side:2 } ) );
  90. //scene.add(m)
  91. new THREE.TextureLoader().load( 'textures/sky.png', function ( texture ) {
  92. material = new THREE.RawShaderMaterial( {
  93. uniforms: shader.uniforms,
  94. vertexShader: shader.vertexShader,
  95. fragmentShader: shader.fragmentShader,
  96. side:2
  97. } );
  98. material.uniforms.b.value = 7 * Math.sqrt(0.488874);
  99. material.uniforms.tex.value = texture;
  100. mesh = new THREE.Mesh( geometry, material );
  101. mesh.position.set(0,5,0);
  102. scene.add( mesh );
  103. }.bind(this));
  104. // this.material = new RawShaderMaterial( {
  105. // uniforms: shader.uniforms,
  106. // vertexShader: shader.vertexShader,
  107. // fragmentShader: shader.fragmentShader
  108. // } );
  109. //this.material.uniforms.b.value = 7 * Math.sqrt(0.488874);//7 * Math.sqrt(this.backgroundBrightness))
  110. //
  111. var texture1 = new THREE.TextureLoader().load( 'textures/crate.gif');
  112. var geometry1 = new THREE.BoxBufferGeometry( .5, .5, .5 );
  113. var material1 = new THREE.MeshBasicMaterial( { map: texture1 } );
  114. mesh1 = new THREE.Mesh( geometry1, material1 );
  115. scene.add( mesh1 );
  116. renderer = new THREE.WebGLRenderer({ antialias: true });
  117. renderer.setPixelRatio( window.devicePixelRatio );
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. container.appendChild( renderer.domElement );
  120. controls = new THREE.OrbitControls( camera, renderer.domElement );
  121. controls.target.set( 0, 0, 0 );
  122. controls.update();
  123. //controls.enableDamping = true;
  124. initGUI();
  125. stats = new Stats();
  126. container.appendChild( stats.dom );
  127. window.addEventListener( 'resize', onWindowResize, false );
  128. }
  129. function onWindowResize() {
  130. camera.aspect = window.innerWidth / window.innerHeight;
  131. camera.updateProjectionMatrix();
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. }
  134. function animate() {
  135. requestAnimationFrame( animate );
  136. renderer.render( scene, camera );
  137. //controls.update();
  138. }
  139. function initGUI(){
  140. function guiChanged() {
  141. camera.position.set( effectController.cameraPositionX, effectController.cameraPositionY, effectController.cameraPositionZ);
  142. camera.updateProjectionMatrix();
  143. }
  144. var effectController = {
  145. cameraPositionX:0,
  146. cameraPositionY:0,
  147. cameraPositionZ:1
  148. };
  149. var gui = new dat.GUI();
  150. gui.add( effectController, "cameraPositionX", -5, 0, 0.1 ).onChange( guiChanged );
  151. gui.add( effectController, "cameraPositionY", -5, 0, 0.1 ).onChange( guiChanged );
  152. gui.add( effectController, "cameraPositionZ", -5, 1, 0.1 ).onChange( guiChanged );
  153. guiChanged();
  154. }
  155. </script>
  156. </body>
  157. </html>