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function generateGeometry( objectType, numObjects ) {
function applyVertexColors( geometry, color ) {
var position = geometry.attributes.position;
var colors = [];
for ( var i = 0; i < position.count; i ++ ) {
colors.push( color.r, color.g, color.b );
}
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
}
var geometries = [];
var matrix = new THREE.Matrix4();
var position = new THREE.Vector3();
var rotation = new THREE.Euler();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3();
var color = new THREE.Color();
for ( var i = 0; i < numObjects; i ++ ) {
position.x = Math.random() * 10000 - 5000;
position.y = Math.random() * 6000 - 3000;
position.z = Math.random() * 8000 - 4000;
rotation.x = Math.random() * 2 * Math.PI;
rotation.y = Math.random() * 2 * Math.PI;
rotation.z = Math.random() * 2 * Math.PI;
quaternion.setFromEuler( rotation, false );
scale.x = Math.random() * 200 + 100;
var geometry;
if ( objectType === 'cube' ) {
geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
geometry = geometry.toNonIndexed(); // merging needs consistent buffer geometries
scale.y = Math.random() * 200 + 100;
scale.z = Math.random() * 200 + 100;
color.setRGB( 0, 0, 0.1 + 0.9 * Math.random() );
} else if ( objectType === 'sphere' ) {
geometry = new THREE.IcosahedronBufferGeometry( 1, 1 );
scale.y = scale.z = scale.x;
color.setRGB( 0.1 + 0.9 * Math.random(), 0, 0 );
}
// give the geom's vertices a random color, to be displayed
applyVertexColors( geometry, color );
matrix.compose( position, quaternion, scale );
geometry.applyMatrix( matrix );
geometries.push( geometry );
}
return THREE.BufferGeometryUtils.mergeBufferGeometries( geometries );
}
function Scene( type, numObjects, cameraZ, fov, rotationSpeed, clearColor ) {
this.clearColor = clearColor;
this.camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 10000 );
this.camera.position.z = cameraZ;
// Setup scene
this.scene = new THREE.Scene();
this.scene.add( new THREE.AmbientLight( 0x555555 ) );
var light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 500, 2000 );
this.scene.add( light );
this.rotationSpeed = rotationSpeed;
var defaultMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );
this.mesh = new THREE.Mesh( generateGeometry( type, numObjects ), defaultMaterial );
this.scene.add( this.mesh );
var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParameters );
this.render = function ( delta, rtt ) {
this.mesh.rotation.x += delta * this.rotationSpeed.x;
this.mesh.rotation.y += delta * this.rotationSpeed.y;
this.mesh.rotation.z += delta * this.rotationSpeed.z;
renderer.setClearColor( this.clearColor );
if ( rtt ) {
renderer.setRenderTarget( this.fbo );
renderer.clear();
renderer.render( this.scene, this.camera );
} else {
renderer.setRenderTarget( null );
renderer.render( this.scene, this.camera );
}
};
}