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@Johniel
Created August 6, 2013 20:47
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var mesh;
init();
animate();
function init() {
container = document.getElementById( 'container' );
//
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
camera.position.z = 2750;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
//
scene.add( new THREE.AmbientLight( 0x444444 ) );
var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
light1.position.set( 1, 1, 1 );
scene.add( light1 );
var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
light2.position.set( 0, -1, 0 );
scene.add( light2 );
//
var triangles = 160000;
var geometry = new THREE.BufferGeometry();
geometry.attributes = {
index: {
itemSize: 1,
array: new Uint16Array( triangles * 3 ),
numItems: triangles * 3
},
position: {
itemSize: 3,
array: new Float32Array( triangles * 3 * 3 ),
numItems: triangles * 3 * 3
},
normal: {
itemSize: 3,
array: new Float32Array( triangles * 3 * 3 ),
numItems: triangles * 3 * 3
},
color: {
itemSize: 3,
array: new Float32Array( triangles * 3 * 3 ),
numItems: triangles * 3 * 3
}
}
// break geometry into
// chunks of 21,845 triangles (3 unique vertices per triangle)
// for indices to fit into 16 bit integer number
// floor(2^16 / 3) = 21845
var chunkSize = 21845;
var indices = geometry.attributes.index.array;
for ( var i = 0; i < indices.length; i ++ ) {
indices[ i ] = i % ( 3 * chunkSize );
}
var positions = geometry.attributes.position.array;
var normals = geometry.attributes.normal.array;
var colors = geometry.attributes.color.array;
var color = new THREE.Color();
var n = 800, n2 = n/2; // triangles spread in the cube
var d = 12, d2 = d/2; // individual triangle size
var pA = new THREE.Vector3();
var pB = new THREE.Vector3();
var pC = new THREE.Vector3();
var cb = new THREE.Vector3();
var ab = new THREE.Vector3();
for ( var i = 0; i < positions.length; i += 9 ) {
// positions
var x = Math.random() * n - n2;
var y = Math.random() * n - n2;
var z = Math.random() * n - n2;
var ax = x + Math.random() * d - d2;
var ay = y + Math.random() * d - d2;
var az = z + Math.random() * d - d2;
var bx = x + Math.random() * d - d2;
var by = y + Math.random() * d - d2;
var bz = z + Math.random() * d - d2;
var cx = x + Math.random() * d - d2;
var cy = y + Math.random() * d - d2;
var cz = z + Math.random() * d - d2;
positions[ i ] = ax;
positions[ i + 1 ] = ay;
positions[ i + 2 ] = az;
positions[ i + 3 ] = bx;
positions[ i + 4 ] = by;
positions[ i + 5 ] = bz;
positions[ i + 6 ] = cx;
positions[ i + 7 ] = cy;
positions[ i + 8 ] = cz;
// flat face normals
pA.set( ax, ay, az );
pB.set( bx, by, bz );
pC.set( cx, cy, cz );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
cb.normalize();
var nx = cb.x;
var ny = cb.y;
var nz = cb.z;
normals[ i ] = nx;
normals[ i + 1 ] = ny;
normals[ i + 2 ] = nz;
normals[ i + 3 ] = nx;
normals[ i + 4 ] = ny;
normals[ i + 5 ] = nz;
normals[ i + 6 ] = nx;
normals[ i + 7 ] = ny;
normals[ i + 8 ] = nz;
// colors
var vx = ( x / n ) + 0.5;
var vy = ( y / n ) + 0.5;
var vz = ( z / n ) + 0.5;
color.setRGB( vx, vy, vz );
colors[ i ] = color.r;
colors[ i + 1 ] = color.g;
colors[ i + 2 ] = color.b;
colors[ i + 3 ] = color.r;
colors[ i + 4 ] = color.g;
colors[ i + 5 ] = color.b;
colors[ i + 6 ] = color.r;
colors[ i + 7 ] = color.g;
colors[ i + 8 ] = color.b;
}
geometry.offsets = [];
var offsets = triangles / chunkSize;
for ( var i = 0; i < offsets; i ++ ) {
var offset = {
start: i * chunkSize * 3,
index: i * chunkSize * 3,
count: Math.min( triangles - ( i * chunkSize ), chunkSize ) * 3
};
geometry.offsets.push( offset );
}
geometry.computeBoundingSphere();
var material = new THREE.MeshPhongMaterial( {
color: 0xaaaaaa, ambient: 0xaaaaaa, specular: 0xffffff, shininess: 250,
side: THREE.DoubleSide, vertexColors: THREE.VertexColors
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer( { antialias: false, clearColor: 0x333333, clearAlpha: 1, alpha: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color, 1 );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
container.appendChild( renderer.domElement );
//
/*
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
*/
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
// stats.update();
}
console.log(mesh);
function render() {
var time = Date.now() * 0.001;
mesh.rotation.x = time * 2;
mesh.rotation.y = time * 0.9;
renderer.render( scene, camera );
}
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