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webgl_buffergeometry_indexed.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - buffergeometry - indexed</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';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, stats;
let mesh;
init();
animate();
function init() {
//
camera = new v3d.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 3500);
camera.position.z = 64;
scene = new v3d.Scene();
scene.background = new v3d.Color(0x050505);
//
const light = new v3d.HemisphereLight();
scene.add(light);
//
const geometry = new v3d.BufferGeometry();
const indices = [];
const vertices = [];
const normals = [];
const colors = [];
const size = 20;
const segments = 10;
const halfSize = size / 2;
const segmentSize = size / segments;
// generate vertices, normals and color data for a simple grid geometry
for (let i = 0; i <= segments; i++) {
const y = (i * segmentSize) - halfSize;
for (let j = 0; j <= segments; j ++) {
const x = (j * segmentSize) - halfSize;
vertices.push(x, - y, 0);
normals.push(0, 0, 1);
const r = (x / size) + 0.5;
const g = (y / size) + 0.5;
colors.push(r, g, 1);
}
}
// generate indices (data for element array buffer)
for (let i = 0; i < segments; i++) {
for (let j = 0; j < segments; j ++) {
const a = i * (segments + 1) + (j + 1);
const b = i * (segments + 1) + j;
const c = (i + 1) * (segments + 1) + j;
const 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 v3d.Float32BufferAttribute(vertices, 3));
geometry.setAttribute('normal', new v3d.Float32BufferAttribute(normals, 3));
geometry.setAttribute('color', new v3d.Float32BufferAttribute(colors, 3));
const material = new v3d.MeshPhongMaterial({
side: v3d.DoubleSide,
vertexColors: true
});
mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
//
renderer = new v3d.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);
//
const gui = new GUI();
gui.add(material, 'wireframe');
//
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>