three.js dev template - module
HTML
<!-- 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": "https://rawgit.com/mrdoob/three.js/dev/build/three.module.js"
}
}
</script>
CSS
body {
margin: 0px;
}
JavaScript
// Simple three.js example
import * as THREE from "three";
import { OrbitControls } from "https://rawgit.com/mrdoob/three.js/dev/examples/jsm/controls/OrbitControls.js";
var mesh, renderer, scene, camera, controls;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
// controls
controls = new OrbitControls( camera, renderer.domElement );
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20,20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxesHelper( 20 ) );
// geometry
var geometry = new THREE.SphereGeometry( 5, 12, 8 );
const color = new THREE.Color()
// material
var material = new THREE.ShaderMaterial({
uniforms:{
uColor: {value: color}
},
vertexShader:`
attribute vec3 aPosition;
void main(){
vec4 p = vec4(position*0.1,1.);
p.xyz+=aPosition;
gl_Position = projectionMatrix * modelViewMatrix * p;
}
`,
fragmentShader:`
uniform vec3 uColor;
void main(){
gl_FragColor = vec4(uColor,1.);
}
`
})
const DEBUG = true
let foo = 0
setInterval(()=>{
foo = (foo+1)%10
},100)
const positions = []
for ( let i = 0 ; i < 10; i++){
positions.push(i-4.5,0,0)
}
const interleavedBuffer = new THREE.InstancedInterleavedBuffer(new Float32Array(positions),3)
const interleavedAttribute = new...