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<title>Verge3D webgl - buffergeometry - particles</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">
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<div id="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - buffergeometry - particles</div>
<script type="module">
import * as v3d from '../build/v3d.module.js';
import Stats from './jsm/libs/stats.module.js';
let container, stats;
let camera, scene, renderer;
let points;
init();
animate();
function init() {
container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 5, 3500);
camera.position.z = 2750;
scene = new v3d.Scene();
scene.background = new v3d.Color(0x050505);
scene.fog = new v3d.Fog(0x050505, 2000, 3500);
//
const particles = 500000;
const geometry = new v3d.BufferGeometry();
// create a generic buffer of binary data (a single particle has 16 bytes of data)
const arrayBuffer = new ArrayBuffer(particles * 16);
// the following typed arrays share the same buffer
const interleavedFloat32Buffer = new Float32Array(arrayBuffer);
const interleavedUint8Buffer = new Uint8Array(arrayBuffer);
//
const color = new v3d.Color();
const n = 1000, n2 = n / 2; // particles spread in the cube
for (let i = 0; i < interleavedFloat32Buffer.length; i += 4) {
// position (first 12 bytes)
const x = Math.random() * n - n2;
const y = Math.random() * n - n2;
const z = Math.random() * n - n2;
interleavedFloat32Buffer[i + 0] = x;
interleavedFloat32Buffer[i + 1] = y;
interleavedFloat32Buffer[i + 2] = z;
// color (last 4 bytes)
const vx = (x / n) + 0.5;
const vy = (y / n) + 0.5;
const vz = (z / n) + 0.5;
color.setRGB(vx, vy, vz);
const j = (i + 3) * 4;
interleavedUint8Buffer[j + 0] = color.r * 255;
interleavedUint8Buffer[j + 1] = color.g * 255;
interleavedUint8Buffer[j + 2] = color.b * 255;
interleavedUint8Buffer[j + 3] = 0; // not needed
}
const interleavedBuffer32 = new v3d.InterleavedBuffer(interleavedFloat32Buffer, 4);
const interleavedBuffer8 = new v3d.InterleavedBuffer(interleavedUint8Buffer, 16);
geometry.setAttribute('position', new v3d.InterleavedBufferAttribute(interleavedBuffer32, 3, 0, false));
geometry.setAttribute('color', new v3d.InterleavedBufferAttribute(interleavedBuffer8, 3, 12, true));
//
const material = new v3d.PointsMaterial({ size: 15, vertexColors: true });
points = new v3d.Points(geometry, material);
scene.add(points);
//
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
//
stats = new Stats();
container.appendChild(stats.dom);
//
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();
}
function render() {
const time = Date.now() * 0.001;
points.rotation.x = time * 0.25;
points.rotation.y = time * 0.5;
renderer.render(scene, camera);
}
</script>
</body>
</html>
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