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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - buffergeometry - indexed</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">
- <style>
- a {
- color: #08f;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - indexed</div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- var camera, scene, renderer, stats;
- var mesh;
- init();
- animate();
- function init() {
- //
- camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
- camera.position.z = 64;
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x050505 );
- //
- var light = new THREE.HemisphereLight();
- scene.add( light );
- //
- var geometry = new THREE.BufferGeometry();
- var indices = [];
- var vertices = [];
- var normals = [];
- var colors = [];
- var size = 20;
- var segments = 10;
- var halfSize = size / 2;
- var segmentSize = size / segments;
- // generate vertices, normals and color data for a simple grid geometry
- for ( var i = 0; i <= segments; i ++ ) {
- var y = ( i * segmentSize ) - halfSize;
- for ( var j = 0; j <= segments; j ++ ) {
- var x = ( j * segmentSize ) - halfSize;
- vertices.push( x, - y, 0 );
- normals.push( 0, 0, 1 );
- var r = ( x / size ) + 0.5;
- var g = ( y / size ) + 0.5;
- colors.push( r, g, 1 );
- }
- }
- // generate indices (data for element array buffer)
- for ( var i = 0; i < segments; i ++ ) {
- for ( var j = 0; j < segments; j ++ ) {
- var a = i * ( segments + 1 ) + ( j + 1 );
- var b = i * ( segments + 1 ) + j;
- var c = ( i + 1 ) * ( segments + 1 ) + j;
- var d = ( i + 1 ) * ( segments + 1 ) + ( j + 1 );
- // generate two faces (triangles) per iteration
- indices.push( a, b, d ); // face one
- indices.push( b, c, d ); // face two
- }
- }
- //
- geometry.setIndex( indices );
- geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
- geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
- var material = new THREE.MeshPhongMaterial( {
- side: THREE.DoubleSide,
- vertexColors: THREE.VertexColors
- } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- //
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- //
- stats = new Stats();
- document.body.appendChild( stats.dom );
- //
- var gui = new GUI();
- gui.add( material, 'wireframe' );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- 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() {
- var time = Date.now() * 0.001;
- mesh.rotation.x = time * 0.25;
- mesh.rotation.y = time * 0.5;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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