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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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl2 sandbox</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { WEBGL } from './jsm/WebGL.js';
if ( WEBGL.isWebGL2Available() === false ) {
document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
}
//
var camera, scene, renderer;
var controls;
init();
render();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 3;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0, 0, 0.5 );
scene.fog = new THREE.Fog( 0x000000, 0.1, 3 );
var light = new THREE.PointLight( 0xffffff );
scene.add( light );
var geometry = new THREE.SphereBufferGeometry( 0.05, 32, 16 );
var material = new THREE.MeshNormalMaterial();
for ( var i = 0; i < 5000; i ++ ) {
var mesh = new THREE.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', { alpha: false, antialias: true } );
renderer = new THREE.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>