<!DOCTYPE html> <html lang="en"> <head> <title>three.js misc - ubiquity - test</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-color: #ffffff; margin: 0px; overflow: hidden; } </style> </head> <body> <script src="../build/three.min.js"></script> <script src="js/renderers/Projector.js"></script> <script src="js/renderers/CanvasRenderer.js"></script> <script src="js/renderers/SVGRenderer.js"></script> <script src="js/renderers/SoftwareRenderer.js"></script> <script src="js/libs/stats.min.js"></script> <script src="obj/Qrcode.js"></script> <script> var AMOUNT = 100; var stats; var camera, scene; var canvasRenderer, svgRenderer, softwareRenderer, webglRenderer; var mesh, group; init(); animate(); function init() { var width = window.innerWidth / 2; var height = window.innerHeight / 2; camera = new THREE.PerspectiveCamera( 75, width / height, 1, 10000 ); camera.position.z = 500; scene = new THREE.Scene(); scene.autoUpdate = false; // QRCODE mesh = new THREE.Mesh( new Qrcode(), new THREE.MeshLambertMaterial( { /*emissive: 0xff0000,*/ vertexColors: THREE.FaceColors } ) ); mesh.scale.x = mesh.scale.y = mesh.scale.z = 2; scene.add( mesh ); // CUBES var cube = new THREE.BoxGeometry( 100, 100, 100 ); mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: 0x0000ff, opacity: 0.5, transparent: true } ) ); mesh.position.x = 500; mesh.rotation.x = Math.random(); mesh.rotation.y = Math.random(); mesh.scale.x = mesh.scale.y = mesh.scale.z = 2; scene.add( mesh ); mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ); mesh.position.x = 500; mesh.position.y = 500; mesh.rotation.x = Math.random(); mesh.rotation.y = Math.random(); mesh.scale.x = mesh.scale.y = mesh.scale.z = 2; scene.add( mesh ); // PLANE mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 100, 100 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, side: THREE.DoubleSide } ) ); mesh.position.y = -500; mesh.scale.x = mesh.scale.y = mesh.scale.z = 2; scene.add( mesh ); // CYLINDER mesh = new THREE.Mesh( new THREE.CylinderGeometry( 20, 100, 200, 10 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ); mesh.position.x = -500; mesh.rotation.x = - Math.PI / 2; mesh.scale.x = mesh.scale.y = mesh.scale.z = 2; scene.add( mesh ); // POLYFIELD var geometry = new THREE.Geometry(); var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, side: THREE.DoubleSide } ); for ( var i = 0; i < 100; i ++ ) { var v = new THREE.Vector3( Math.random() * 1000 - 500, Math.random() * 1000 - 500, Math.random() * 1000 - 500 ); var v0 = new THREE.Vector3( Math.random() * 100 - 50, Math.random() * 100 - 50, Math.random() * 100 - 50 ); var v1 = new THREE.Vector3( Math.random() * 100 - 50, Math.random() * 100 - 50, Math.random() * 100 - 50 ); var v2 = new THREE.Vector3( Math.random() * 100 - 50, Math.random() * 100 - 50, Math.random() * 100 - 50 ); v0.add( v ); v1.add( v ); v2.add( v ); var face = new THREE.Face3( geometry.vertices.push( v0 ) - 1, geometry.vertices.push( v1 ) - 1, geometry.vertices.push( v2 ) - 1, null, new THREE.Color( Math.random() * 0xffffff ) ); geometry.faces.push( face ); } geometry.computeFaceNormals(); group = new THREE.Mesh( geometry, material ); group.scale.set( 2, 2, 2 ); scene.add( group ); // SPRITES var texture = THREE.ImageUtils.loadTexture( 'textures/sprite.png' ); var material = new THREE.SpriteMaterial( { map: texture, transparent: true } ); for ( var i = 0; i < 50; i ++ ) { var sprite = new THREE.Sprite( material ); sprite.position.x = Math.random() * 1000 - 500; sprite.position.y = Math.random() * 1000 - 500; sprite.position.z = Math.random() * 1000 - 500; sprite.scale.set( 64, 64, 1 ); scene.add( sprite ); } for ( var i = 0; i < 50; i ++ ) { var material = new THREE.SpriteMaterial( { color: Math.random() * 0xffffff } ); var sprite = new THREE.Sprite( material ); sprite.position.x = Math.random() * 1000 - 500; sprite.position.y = Math.random() * 1000 - 500; sprite.position.z = Math.random() * 1000 - 500; sprite.scale.set( 64, 64, 1 ); scene.add( sprite ); } // LIGHTS var ambient = new THREE.AmbientLight( 0x80ffff ); scene.add( ambient ); var directional = new THREE.DirectionalLight( 0xffff00 ); directional.position.set( - 1, 0.5, 0 ); scene.add( directional ); canvasRenderer = new THREE.CanvasRenderer(); canvasRenderer.setClearColor( 0xf0f0f0 ); canvasRenderer.setPixelRatio( window.devicePixelRatio ); canvasRenderer.setSize( width, height ); document.body.appendChild( canvasRenderer.domElement ); svgRenderer = new THREE.SVGRenderer(); svgRenderer.setClearColor( 0xf0f0f0 ); svgRenderer.setSize( width, height ); svgRenderer.setQuality( 'low' ); document.body.appendChild( svgRenderer.domElement ); softwareRenderer = new THREE.SoftwareRenderer(); softwareRenderer.setClearColor( 0xf0f0f0 ); softwareRenderer.setSize( width, height ); document.body.appendChild( softwareRenderer.domElement ); webglRenderer = new THREE.WebGLRenderer( { antialias: true } ); webglRenderer.setClearColor( 0xf0f0f0 ); webglRenderer.setPixelRatio( window.devicePixelRatio ); webglRenderer.setSize( width, height ); document.body.appendChild( webglRenderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; document.body.appendChild( stats.domElement ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { var width = window.innerWidth / 2; var height = window.innerHeight / 2; camera.aspect = width / height; camera.updateProjectionMatrix(); canvasRenderer.setSize( width, height ); svgRenderer.setSize( width, height ); softwareRenderer.setSize( width, height ); webglRenderer.setSize( width, height ); } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var time = Date.now() * 0.0002; camera.position.x = Math.sin( time ) * 500; camera.position.z = Math.cos( time ) * 500; camera.lookAt( scene.position ); group.rotation.x += 0.01; scene.updateMatrixWorld(); canvasRenderer.render( scene, camera ); svgRenderer.render( scene, camera ); softwareRenderer.render( scene, camera ); webglRenderer.render( scene, camera ); } </script> </body> </html>