mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
148 lines
2.9 KiB
HTML
Executable File
148 lines
2.9 KiB
HTML
Executable File
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<title>three.js - webgl</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:#fff;
|
|
padding:0;
|
|
margin:0;
|
|
overflow:hidden;
|
|
}
|
|
|
|
</style>
|
|
</head>
|
|
|
|
<body>
|
|
<script type="x-shader/x-fragment" id="fragmentShader">
|
|
|
|
void main() {
|
|
|
|
if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
|
|
|
|
gl_FragColor = vec4( XXX, 1.0 );
|
|
|
|
else
|
|
|
|
gl_FragColor = vec4( 1.0 );
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
<script type="x-shader/x-vertex" id="vertexShader">
|
|
|
|
void main() {
|
|
|
|
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
|
gl_Position = projectionMatrix * mvPosition;
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
<script src="../build/three.min.js"></script>
|
|
|
|
<script>
|
|
|
|
var N = 100;
|
|
|
|
var container;
|
|
|
|
var camera, scene, renderer;
|
|
|
|
var geometry, meshes = [];
|
|
|
|
var fragmentShader, vertexShader;
|
|
|
|
init();
|
|
setInterval( render, 1000 / 60 );
|
|
|
|
function init() {
|
|
|
|
container = document.createElement( 'div' );
|
|
document.body.appendChild( container );
|
|
|
|
vertexShader = document.getElementById( "vertexShader" ).textContent;
|
|
fragmentShader = document.getElementById( "fragmentShader" ).textContent;
|
|
|
|
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
|
|
camera.position.z = 2000;
|
|
|
|
scene = new THREE.Scene();
|
|
|
|
geometry = new THREE.SphereGeometry( 15, 64, 32 );
|
|
|
|
for ( var i = 0; i < N; i ++ ) {
|
|
|
|
var material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
|
|
|
|
mesh = new THREE.Mesh( geometry, material );
|
|
|
|
mesh.position.x = ( 0.5 - Math.random() ) * 1000;
|
|
mesh.position.y = ( 0.5 - Math.random() ) * 1000;
|
|
mesh.position.z = ( 0.5 - Math.random() ) * 1000;
|
|
|
|
scene.add( mesh );
|
|
|
|
meshes.push( mesh );
|
|
|
|
}
|
|
|
|
renderer = new THREE.WebGLRenderer();
|
|
renderer.setClearColor( 0xffffff );
|
|
renderer.setPixelRatio( window.devicePixelRatio );
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
container.appendChild( renderer.domElement );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function generateFragmentShader() {
|
|
|
|
return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
render();
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
for ( var i = 0; i < N; i ++ ) {
|
|
|
|
var mesh = meshes[ i ];
|
|
mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
|
|
|
|
}
|
|
|
|
renderer.render( scene, camera );
|
|
|
|
console.log( "before", renderer.info.memory.programs );
|
|
|
|
for ( var i = 0; i < N; i ++ ) {
|
|
|
|
var mesh = meshes[ i ];
|
|
mesh.material.dispose();
|
|
|
|
}
|
|
|
|
console.log( "after", renderer.info.memory.programs );
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|