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webgl_buffergeometry.html
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webgl_buffergeometry.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - buffergeometry</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - buffergeometry</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
let container, stats;
let camera, scene, renderer;
let mesh;
init();
animate();
function init() {
container = document.getElementById('container');
//
camera = new v3d.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 3500);
camera.position.z = 2750;
scene = new v3d.Scene();
scene.background = new v3d.Color(0x050505);
scene.fog = new v3d.Fog(0x050505, 2000, 3500);
//
scene.add(new v3d.AmbientLight(0x444444));
const light1 = new v3d.DirectionalLight(0xffffff, 0.5);
light1.position.set(1, 1, 1);
scene.add(light1);
const light2 = new v3d.DirectionalLight(0xffffff, 1.5);
light2.position.set(0, -1, 0);
scene.add(light2);
//
const triangles = 160000;
const geometry = new v3d.BufferGeometry();
const positions = [];
const normals = [];
const colors = [];
const color = new v3d.Color();
const n = 800, n2 = n / 2; // triangles spread in the cube
const d = 12, d2 = d / 2; // individual triangle size
const pA = new v3d.Vector3();
const pB = new v3d.Vector3();
const pC = new v3d.Vector3();
const cb = new v3d.Vector3();
const ab = new v3d.Vector3();
for (let i = 0; i < triangles; i++) {
// positions
const x = Math.random() * n - n2;
const y = Math.random() * n - n2;
const z = Math.random() * n - n2;
const ax = x + Math.random() * d - d2;
const ay = y + Math.random() * d - d2;
const az = z + Math.random() * d - d2;
const bx = x + Math.random() * d - d2;
const by = y + Math.random() * d - d2;
const bz = z + Math.random() * d - d2;
const cx = x + Math.random() * d - d2;
const cy = y + Math.random() * d - d2;
const cz = z + Math.random() * d - d2;
positions.push(ax, ay, az);
positions.push(bx, by, bz);
positions.push(cx, cy, cz);
// flat face normals
pA.set(ax, ay, az);
pB.set(bx, by, bz);
pC.set(cx, cy, cz);
cb.subVectors(pC, pB);
ab.subVectors(pA, pB);
cb.cross(ab);
cb.normalize();
const nx = cb.x;
const ny = cb.y;
const nz = cb.z;
normals.push(nx, ny, nz);
normals.push(nx, ny, nz);
normals.push(nx, ny, nz);
// colors
const vx = (x / n) + 0.5;
const vy = (y / n) + 0.5;
const vz = (z / n) + 0.5;
color.setRGB(vx, vy, vz);
const alpha = Math.random();
colors.push(color.r, color.g, color.b, alpha);
colors.push(color.r, color.g, color.b, alpha);
colors.push(color.r, color.g, color.b, alpha);
}
function disposeArray() {
this.array = null;
}
geometry.setAttribute('position', new v3d.Float32BufferAttribute(positions, 3).onUpload(disposeArray));
geometry.setAttribute('normal', new v3d.Float32BufferAttribute(normals, 3).onUpload(disposeArray));
geometry.setAttribute('color', new v3d.Float32BufferAttribute(colors, 4).onUpload(disposeArray));
geometry.computeBoundingSphere();
const material = new v3d.MeshPhongMaterial({
color: 0xaaaaaa, specular: 0xffffff, shininess: 250,
side: v3d.DoubleSide, vertexColors: true, transparent: true
});
mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
//
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = v3d.sRGBEncoding;
container.appendChild(renderer.domElement);
//
stats = new Stats();
container.appendChild(stats.dom);
//
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
const time = Date.now() * 0.001;
mesh.rotation.x = time * 0.25;
mesh.rotation.y = time * 0.5;
renderer.render(scene, camera);
}
</script>
</body>
</html>