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webgl2_sandbox.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - webgl2 sandbox</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background: #000;
padding: 0;
margin: 0;
font-weight: bold;
}
canvas {
display: block;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl2 sandbox.</div>
<script type="module">
import { PerspectiveCamera } from '../src/cameras/PerspectiveCamera.js';
import { SphereBufferGeometry } from '../src/geometries/SphereGeometry.js';
import { MeshNormalMaterial } from '../src/materials/MeshNormalMaterial.js';
import { PointLight } from '../src/lights/PointLight.js';
import { Color } from '../src/math/Color.js';
import { Mesh } from '../src/objects/Mesh.js';
import { Fog } from '../src/scenes/Fog.js';
import { Scene } from '../src/scenes/Scene.js';
import { WebGLRenderer } from '../src/renderers/WebGLRenderer.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
//
var camera, scene, renderer;
var controls;
init();
render();
function init() {
camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 3;
scene = new Scene();
scene.background = new Color( 0, 0, 0.5 );
scene.fog = new Fog( 0x000000, 0.1, 3 );
var light = new PointLight( 0xffffff );
scene.add( light );
var geometry = new SphereBufferGeometry( 0.05, 32, 16 );
var material = new MeshNormalMaterial();
for ( var i = 0; i < 5000; i ++ ) {
var mesh = new Mesh( geometry, material );
mesh.position.x = Math.random() * 10 - 5;
mesh.position.y = Math.random() * 10 - 5;
mesh.position.z = Math.random() * 10 - 5;
mesh.rotation.y = Math.random() * 2 * Math.PI;
mesh.scale.setScalar( Math.random() * 4 + 1 );
scene.add( mesh );
}
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2' );
renderer = new WebGLRenderer( { canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
//
controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>