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three.js/examples/webgl_sandbox.html
T
alteredq 11e1290080 Got WebGL sandbox working again.
Finally I realized how useful it is and why we kept it around ;).
2011-10-26 11:02:51 +02:00

361 lines
16 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js - webgl 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;
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font-weight: bold;
overflow:hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
z-index:1000;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl sandbox.</div>
<!--
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<script src="js/ShaderExtras.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<script>
var statsEnabled = true;
var container, stats;
var camera, scene, renderer;
var mesh, zmesh, lightMesh, geometry;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
camera.position.z = 3200;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 20000 );
scene.add( camera );
var light = new THREE.PointLight( 0xffffff );
scene.add( light );
var uniforms = THREE.ShaderExtras[ 'basic' ].uniforms;
var vertexShader = THREE.ShaderExtras[ 'basic' ].vertexShader;
var fragmentShader = THREE.ShaderExtras[ 'basic' ].fragmentShader;
var texture1 = new THREE.Texture( generateTexture( 0, 0.5, 1 ), new THREE.UVMapping() );
var texture2 = new THREE.Texture( generateTexture( 0, 1, 0 ), new THREE.SphericalReflectionMapping() );
var texture3 = THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' )
texture1.needsUpdate = true;
texture2.needsUpdate = true;
var materials = [
new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ),
new THREE.MeshDepthMaterial(),
new THREE.MeshBasicMaterial( { color: 0x0066ff, blending: THREE.AdditiveBlending, transparent: true, depthWrite: false } ),
new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ),
new THREE.MeshBasicMaterial( { map: texture1, fog: false } ),
new THREE.MeshBasicMaterial( { map: texture3 } ),
new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader, transparent: true } ),
new THREE.MeshLambertMaterial( { map: texture3 } ),
new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ),
new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ),
new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ),
new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading } ),
/*
new THREE.MeshBasicMaterial( { map: texture2, envMap: THREE.ImageUtils.loadTexture( 'textures/envmap.png', new THREE.SphericalReflectionMapping() ) } ),
new THREE.MeshLambertMaterial( { map: texture2, envMap: THREE.ImageUtils.loadTexture( 'textures/envmap.png', new THREE.SphericalReflectionMapping() ) } ),
*/
];
var geometries = [];
for ( var i = 0, l = materials.length; i < l; i ++ ) {
var geometry = new THREE.SphereGeometry( 50, 32, 16 );
geometries.push( geometry );
}
/*
for ( var i = 0, l = geometry.faces.length; i < l; i ++ ) {
var face = geometry.faces[ i ];
face.materialIndex = Math.floor( Math.random() * materials.length );
}
*/
//materials.push( new THREE.MeshFaceMaterial() );
for ( var i = 0; i < 5000; i ++ ) {
// random order
//var index = Math.floor( Math.random() * materials.length );
// sort by material / geometry
var index = Math.floor( ( i / 5000 ) * materials.length );
var material = materials[ index ];
var geometry = geometries[ index ];
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 10000 - 5000;
mesh.position.y = Math.random() * 10000 - 5000;
mesh.position.z = Math.random() * 10000 - 5000;
//mesh.rotation.x = Math.random() * 360 * ( Math.PI / 180 );
mesh.rotation.y = Math.random() * 360 * ( Math.PI / 180 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 4 + 1;
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
scene.add( mesh );
}
renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
if ( statsEnabled ) {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
}
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function generateTexture( r, g, b ) {
var canvas = document.createElement( 'canvas' );
canvas.width = 256;
canvas.height = 256;
var context = canvas.getContext( '2d' );
var image = context.getImageData( 0, 0, 256, 256 );
var x = 0, y = 0, p;
for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {
x = j % 256;
y = x == 0 ? y + 1 : y;
p = Math.floor( x ^ y );
image.data[ i ] = ~~ p * r;
image.data[ i + 1 ] = ~~ p * g;
image.data[ i + 2 ] = ~~ p * b;
image.data[ i + 3 ] = 255;
}
context.putImageData( image, 0, 0 );
return canvas;
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
//
function animate() {
requestAnimationFrame( animate );
render();
if ( statsEnabled ) stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>