forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwebgl_buffergeometry_uint.html
209 lines (136 loc) · 5 KB
/
webgl_buffergeometry_uint.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - buffergeometry - uint</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://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - uint</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
let container, stats;
let camera, scene, renderer;
let mesh;
init();
animate();
function init() {
container = document.getElementById( 'container' );
//
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
camera.position.z = 2750;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
//
scene.add( new THREE.AmbientLight( 0x444444 ) );
const light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
light1.position.set( 1, 1, 1 );
scene.add( light1 );
const light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
light2.position.set( 0, - 1, 0 );
scene.add( light2 );
//
const triangles = 500000;
const geometry = new THREE.BufferGeometry();
const positions = [];
const normals = [];
const colors = [];
const color = new THREE.Color();
const n = 800, n2 = n / 2; // triangles spread in the cube
const d = 12, d2 = d / 2; // individual triangle size
const pA = new THREE.Vector3();
const pB = new THREE.Vector3();
const pC = new THREE.Vector3();
const cb = new THREE.Vector3();
const ab = new THREE.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 * 32767, ny * 32767, nz * 32767 );
normals.push( nx * 32767, ny * 32767, nz * 32767 );
normals.push( nx * 32767, ny * 32767, nz * 32767 );
// colors
const vx = ( x / n ) + 0.5;
const vy = ( y / n ) + 0.5;
const vz = ( z / n ) + 0.5;
color.setRGB( vx, vy, vz );
colors.push( color.r * 255, color.g * 255, color.b * 255 );
colors.push( color.r * 255, color.g * 255, color.b * 255 );
colors.push( color.r * 255, color.g * 255, color.b * 255 );
}
const positionAttribute = new THREE.Float32BufferAttribute( positions, 3 );
const normalAttribute = new THREE.Int16BufferAttribute( normals, 3 );
const colorAttribute = new THREE.Uint8BufferAttribute( colors, 3 );
normalAttribute.normalized = true; // this will map the buffer values to 0.0f - +1.0f in the shader
colorAttribute.normalized = true;
geometry.setAttribute( 'position', positionAttribute );
geometry.setAttribute( 'normal', normalAttribute );
geometry.setAttribute( 'color', colorAttribute );
geometry.computeBoundingSphere();
const material = new THREE.MeshPhongMaterial( {
color: 0xaaaaaa, specular: 0xffffff, shininess: 250,
side: THREE.DoubleSide, vertexColors: true
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.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>