mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 07:24:57 +01:00
148 lines
2.9 KiB
HTML
Executable File
148 lines
2.9 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js - webgl</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#fff;
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padding:0;
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margin:0;
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overflow:hidden;
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}
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</style>
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</head>
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<body>
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<script type="x-shader/x-fragment" id="fragmentShader">
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void main() {
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if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
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gl_FragColor = vec4( XXX, 1.0 );
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else
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gl_FragColor = vec4( 1.0 );
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}
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</script>
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<script type="x-shader/x-vertex" id="vertexShader">
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void main() {
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script src="../build/three.min.js"></script>
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<script>
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var N = 100;
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var container;
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var camera, scene, renderer;
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var geometry, meshes = [];
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var fragmentShader, vertexShader;
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init();
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setInterval( render, 1000 / 60 );
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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vertexShader = document.getElementById( "vertexShader" ).textContent;
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fragmentShader = document.getElementById( "fragmentShader" ).textContent;
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camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 2000;
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scene = new THREE.Scene();
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geometry = new THREE.SphereGeometry( 15, 64, 32 );
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for ( var i = 0; i < N; i ++ ) {
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var material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
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mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = ( 0.5 - Math.random() ) * 1000;
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mesh.position.y = ( 0.5 - Math.random() ) * 1000;
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mesh.position.z = ( 0.5 - Math.random() ) * 1000;
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scene.add( mesh );
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meshes.push( mesh );
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}
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0xffffff );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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}
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//
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function generateFragmentShader() {
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return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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}
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function render() {
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for ( var i = 0; i < N; i ++ ) {
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var mesh = meshes[ i ];
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mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
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}
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renderer.render( scene, camera );
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console.log( "before", renderer.info.memory.programs );
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for ( var i = 0; i < N; i ++ ) {
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var mesh = meshes[ i ];
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mesh.material.dispose();
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}
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console.log( "after", renderer.info.memory.programs );
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}
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</script>
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</body>
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</html>
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