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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - trails</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">
</head>
<body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
let stats;
let camera, scene, renderer, clock;
init();
animate();
function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.set( 0, 0, 1 );
clock = new THREE.Clock();
scene = new THREE.Scene();
const colorArray = [ new THREE.Color( 0xff0080 ), new THREE.Color( 0xffffff ), new THREE.Color( 0x8000ff ) ];
const positions = [];
const colors = [];
for ( let i = 0; i < 100; i ++ ) {
positions.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
const clr = colorArray[ Math.floor( Math.random() * colorArray.length ) ];
colors.push( clr.r, clr.g, clr.b );
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
const material = new THREE.PointsMaterial( { size: 4, vertexColors: true, depthTest: false, sizeAttenuation: false } );
const mesh = new THREE.Points( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClearColor = false;
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
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 elapsedTime = clock.getElapsedTime();
scene.rotation.y = elapsedTime * 0.5;
renderer.render( scene, camera );
}
</script>
</body>
</html>