mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
225 lines
6.6 KiB
HTML
225 lines
6.6 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<title>three.js canvas - materials</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #202020;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/Three.js"></script>
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<script src="js/RequestAnimationFrame.js"></script>
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<script src="js/Stats.js"></script>
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<script>
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var container, stats;
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var camera, scene, renderer, objects;
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var particleLight, pointLight;
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init();
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animate();
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function init() {
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container = document.createElement('div');
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document.body.appendChild(container);
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.y = 200;
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camera.position.z = 800;
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scene = new THREE.Scene();
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// Grid
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var geometry = new THREE.Geometry();
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geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, 0, 0 ) ) );
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geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 500, 0, 0 ) ) );
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var material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } );
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for ( var i = 0; i <= 10; i ++ ) {
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var line = new THREE.Line( geometry, material );
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line.position.y = - 120;
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line.position.z = ( i * 100 ) - 500;
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scene.add( line );
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var line = new THREE.Line( geometry, material );
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line.position.x = ( i * 100 ) - 500;
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line.position.y = - 120;
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line.rotation.y = 90 * Math.PI / 180;
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scene.add( line );
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}
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// Spheres
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var geometry = new THREE.SphereGeometry( 100, 14, 7, false );
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var materials = [
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{ material: new THREE.MeshBasicMaterial( { color: 0x00ffff, wireframe: true } ), overdraw: false, doubleSided: true },
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{ material: new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.AdditiveBlending } ), overdraw: false, doubleSided: true },
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{ material: new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading } ), overdraw: true, doubleSided: false },
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{ material: new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false },
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{ material: new THREE.MeshDepthMaterial(), overdraw: true, doubleSided: false },
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{ material: new THREE.MeshNormalMaterial(), overdraw: true, doubleSided: false },
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{ material: new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ), overdraw: false, doubleSided: false },
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{ material: new THREE.MeshLambertMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ), overdraw: false, doubleSided: false },
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{ material: new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/envmap.png', new THREE.SphericalReflectionMapping() ) } ), overdraw: false, doubleSided: false }
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];
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for ( var i = 0, l = geometry.faces.length; i < l; i ++ ) {
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var face = geometry.faces[ i ];
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if ( Math.random() > 0.7 ) face.material = [ materials[ Math.floor( Math.random() * materials.length ) ].material ];
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}
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materials.push( { material: new THREE.MeshFaceMaterial(), overdraw: false, doubleSided: true } );
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objects = [];
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for ( var i = 0, l = materials.length; i < l; i ++ ) {
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var sphere = new THREE.Mesh( geometry, materials[ i ].material );
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sphere.overdraw = materials[ i ].overdraw;
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sphere.doubleSided = materials[ i ].doubleSided;
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sphere.position.x = ( i % 5 ) * 200 - 400;
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sphere.position.z = Math.floor( i / 5 ) * 200 - 200;
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sphere.rotation.x = Math.random() * 200 - 100;
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sphere.rotation.y = Math.random() * 200 - 100;
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sphere.rotation.z = Math.random() * 200 - 100;
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objects.push( sphere );
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scene.add( sphere );
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}
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var PI2 = Math.PI * 2;
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var program = function ( context ) {
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context.beginPath();
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context.arc( 0, 0, 1, 0, PI2, true );
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context.closePath();
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context.fill();
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}
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particleLight = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: 0xffffff, program: program } ) );
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particleLight.scale.x = particleLight.scale.y = particleLight.scale.z = 4;
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scene.add( particleLight );
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// Lights
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scene.add( new THREE.AmbientLight( Math.random() * 0x202020 ) );
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var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.add( directionalLight );
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pointLight = new THREE.PointLight( 0xffffff, 1 );
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scene.add( pointLight );
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renderer = new THREE.CanvasRenderer();
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// renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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var debugCanvas = document.createElement( 'canvas' );
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debugCanvas.width = 512;
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debugCanvas.height = 512;
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debugCanvas.style.position = 'absolute';
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debugCanvas.style.top = '0px';
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debugCanvas.style.left = '0px';
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container.appendChild( debugCanvas );
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debugContext = debugCanvas.getContext( '2d' );
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debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
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debugContext.strokeStyle = '#000000';
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild(stats.domElement);
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}
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function loadImage( path ) {
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var image = document.createElement( 'img' );
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var texture = new THREE.Texture( image, THREE.UVMapping )
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image.onload = function () { texture.needsUpdate = true; };
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image.src = path;
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return texture;
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var timer = new Date().getTime() * 0.0001;
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camera.position.x = Math.cos( timer ) * 1000;
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camera.position.z = Math.sin( timer ) * 1000;
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camera.lookAt( scene.position );
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for ( var i = 0, l = objects.length; i < l; i++ ) {
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var object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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}
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particleLight.position.x = Math.sin( timer * 7 ) * 300;
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particleLight.position.y = Math.cos( timer * 5 ) * 400;
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particleLight.position.z = Math.cos( timer * 3 ) * 300;
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pointLight.position.x = particleLight.position.x;
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pointLight.position.y = particleLight.position.y;
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pointLight.position.z = particleLight.position.z;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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