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Scientific Computing & Data Science
[WebGL] WebGL Template 본문
이번 글에서는 가장 기본적인 Sphere 오브젝트를 하나 표시하는 정도의 수준으로 일종의 Three.js 프레임웍 기반의 WebGL Project 템플릿을 소개하고자 합니다.
Download Project
Operations
Mouse Left Button Click & Drag: Camera Rotating
Mouse Wheel: Camera Zoom In & Out
Mouse Right Button Click & Drag: Camera Panning
main.js
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 | ////////// // MAIN // ////////// // standard global variables var container, scene, camera, renderer, controls, stats; var keyboard = new THREEx.KeyboardState(); var clock = new THREE.Clock(); var myVar; // custom global variables var cube; // initialization init(); // animation loop / game loop animate(); /////////////// // FUNCTIONS // /////////////// function init() { /////////// // SCENE // /////////// scene = new THREE.Scene(); //////////// // CAMERA // //////////// // set the view size in pixels (custom or according to window size) // var SCREEN_WIDTH = 400, SCREEN_HEIGHT = 300; var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight; // camera attributes var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000; // set up camera camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR); // add the camera to the scene scene.add(camera); // the camera defaults to position (0,0,0) // so pull it back (z = 400) and up (y = 100) and set the angle towards the scene origin camera.position.set(0,150,400); camera.lookAt(scene.position); ////////////// // RENDERER // ////////////// // create and start the renderer; choose antialias setting. if ( Detector.webgl ) renderer = new THREE.WebGLRenderer( {antialias:true} ); else renderer = new THREE.CanvasRenderer(); renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT); // attach div element to variable to contain the renderer container = document.getElementById( 'ThreeJS' ); // alternatively: to create the div at runtime, use: // container = document.createElement( 'div' ); // document.body.appendChild( container ); // attach renderer to the container div container.appendChild( renderer.domElement ); //////////// // EVENTS // //////////// // automatically resize renderer THREEx.WindowResize(renderer, camera); // toggle full-screen on given key press THREEx.FullScreen.bindKey({ charCode : 'f'.charCodeAt(0) }); ////////////// // CONTROLS // ////////////// // move mouse and: left click to rotate, // middle click to zoom, // right click to pan controls = new THREE.OrbitControls( camera, renderer.domElement ); /////////// // STATS // /////////// // displays current and past frames per second attained by scene stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.bottom = '0px'; stats.domElement.style.zIndex = 100; //container.appendChild( stats.domElement ); /////////// // LIGHT // /////////// // create a light var light = new THREE.PointLight(0xffffff); light.position.set(0,250,0); scene.add(light); var ambientLight = new THREE.AmbientLight(0x111111); // scene.add(ambientLight); /////////// // FLOOR // /////////// // note: 4x4 checkboard pattern scaled so that each square is 25 by 25 pixels. var floorTexture = new THREE.ImageUtils.loadTexture( 'img/Wood_floor.jpg' ); floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; floorTexture.repeat.set( 1, 1 ); // DoubleSide: render texture on both sides of mesh var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } ); var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1); var floor = new THREE.Mesh(floorGeometry, floorMaterial); floor.position.y = -0.5; floor.rotation.x = Math.PI / 2; scene.add(floor); ///////// // SKY // ///////// // recommend either a skybox or fog effect (can't use both at the same time) // without one of these, the scene's background color is determined by webpage background // make sure the camera's "far" value is large enough so that it will render the skyBox! var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 ); // BackSide: render faces from inside of the cube, instead of from outside (default). var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } ); var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial ); // scene.add(skyBox); // fog must be added to scene before first render scene.fog = new THREE.FogExp2( 0x9999ff, 0.00025 ); // ADD A SPHERE GEOMETRY var sphereGeometry = new THREE.SphereGeometry( 50, 32, 16 ); // radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength var sphereMaterial = new THREE.MeshLambertMaterial( { color: 0x8ef421 } ); sphereMesh = new THREE.Mesh( sphereGeometry, sphereMaterial ); sphereMesh.position.set(0,50,0); scene.add(sphereMesh); } function animate() { requestAnimationFrame( animate ); render(); update(); } function update() { // delta = change in time since last call (in seconds) var delta = clock.getDelta(); // functionality provided by THREEx.KeyboardState.js if ( keyboard.pressed("1") ) document.getElementById('message').innerHTML = ' Have a nice day! - 1'; if ( keyboard.pressed("2") ) document.getElementById('message').innerHTML = ' Have a nice day! - 2 '; controls.update(); stats.update(); } function render() { renderer.render( scene, camera ); } | cs |
'Programming > WebGL(ThreeJS)' 카테고리의 다른 글
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[WebGL] Lesson 4 - 대표적인 WebGL 프레임웍 및 특징들 (0) | 2014.02.10 |
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