webgl_buffergeometry_uint.html 4.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - uint</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - uint</div>
  12. <script type="module">
  13. import * as THREE from '../build/three.module.js';
  14. import Stats from './jsm/libs/stats.module.js';
  15. var container, stats;
  16. var camera, scene, renderer;
  17. var mesh;
  18. init();
  19. animate();
  20. function init() {
  21. container = document.getElementById( 'container' );
  22. //
  23. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  24. camera.position.z = 2750;
  25. scene = new THREE.Scene();
  26. scene.background = new THREE.Color( 0x050505 );
  27. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  28. //
  29. scene.add( new THREE.AmbientLight( 0x444444 ) );
  30. var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
  31. light1.position.set( 1, 1, 1 );
  32. scene.add( light1 );
  33. var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
  34. light2.position.set( 0, - 1, 0 );
  35. scene.add( light2 );
  36. //
  37. var triangles = 500000;
  38. var geometry = new THREE.BufferGeometry();
  39. var positions = [];
  40. var normals = [];
  41. var colors = [];
  42. var color = new THREE.Color();
  43. var n = 800, n2 = n / 2; // triangles spread in the cube
  44. var d = 12, d2 = d / 2; // individual triangle size
  45. var pA = new THREE.Vector3();
  46. var pB = new THREE.Vector3();
  47. var pC = new THREE.Vector3();
  48. var cb = new THREE.Vector3();
  49. var ab = new THREE.Vector3();
  50. for ( var i = 0; i < triangles; i ++ ) {
  51. // positions
  52. var x = Math.random() * n - n2;
  53. var y = Math.random() * n - n2;
  54. var z = Math.random() * n - n2;
  55. var ax = x + Math.random() * d - d2;
  56. var ay = y + Math.random() * d - d2;
  57. var az = z + Math.random() * d - d2;
  58. var bx = x + Math.random() * d - d2;
  59. var by = y + Math.random() * d - d2;
  60. var bz = z + Math.random() * d - d2;
  61. var cx = x + Math.random() * d - d2;
  62. var cy = y + Math.random() * d - d2;
  63. var cz = z + Math.random() * d - d2;
  64. positions.push( ax, ay, az );
  65. positions.push( bx, by, bz );
  66. positions.push( cx, cy, cz );
  67. // flat face normals
  68. pA.set( ax, ay, az );
  69. pB.set( bx, by, bz );
  70. pC.set( cx, cy, cz );
  71. cb.subVectors( pC, pB );
  72. ab.subVectors( pA, pB );
  73. cb.cross( ab );
  74. cb.normalize();
  75. var nx = cb.x;
  76. var ny = cb.y;
  77. var nz = cb.z;
  78. normals.push( nx * 32767, ny * 32767, nz * 32767 );
  79. normals.push( nx * 32767, ny * 32767, nz * 32767 );
  80. normals.push( nx * 32767, ny * 32767, nz * 32767 );
  81. // colors
  82. var vx = ( x / n ) + 0.5;
  83. var vy = ( y / n ) + 0.5;
  84. var vz = ( z / n ) + 0.5;
  85. color.setRGB( vx, vy, vz );
  86. colors.push( color.r * 255, color.g * 255, color.b * 255 );
  87. colors.push( color.r * 255, color.g * 255, color.b * 255 );
  88. colors.push( color.r * 255, color.g * 255, color.b * 255 );
  89. }
  90. var positionAttribute = new THREE.Float32BufferAttribute( positions, 3 );
  91. var normalAttribute = new THREE.Int16BufferAttribute( normals, 3 );
  92. var colorAttribute = new THREE.Uint8BufferAttribute( colors, 3 );
  93. normalAttribute.normalized = true; // this will map the buffer values to 0.0f - +1.0f in the shader
  94. colorAttribute.normalized = true;
  95. geometry.setAttribute( 'position', positionAttribute );
  96. geometry.setAttribute( 'normal', normalAttribute );
  97. geometry.setAttribute( 'color', colorAttribute );
  98. geometry.computeBoundingSphere();
  99. var material = new THREE.MeshPhongMaterial( {
  100. color: 0xaaaaaa, specular: 0xffffff, shininess: 250,
  101. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  102. } );
  103. mesh = new THREE.Mesh( geometry, material );
  104. scene.add( mesh );
  105. //
  106. renderer = new THREE.WebGLRenderer();
  107. renderer.setPixelRatio( window.devicePixelRatio );
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. renderer.outputEncoding = THREE.sRGBEncoding;
  110. container.appendChild( renderer.domElement );
  111. //
  112. stats = new Stats();
  113. container.appendChild( stats.dom );
  114. //
  115. window.addEventListener( 'resize', onWindowResize, false );
  116. }
  117. function onWindowResize() {
  118. camera.aspect = window.innerWidth / window.innerHeight;
  119. camera.updateProjectionMatrix();
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. }
  122. //
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. render();
  126. stats.update();
  127. }
  128. function render() {
  129. var time = Date.now() * 0.001;
  130. mesh.rotation.x = time * 0.25;
  131. mesh.rotation.y = time * 0.5;
  132. renderer.render( scene, camera );
  133. }
  134. </script>
  135. </body>
  136. </html>