mirror of
https://github.com/pissang/claygl.git
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120 lines
4.4 KiB
HTML
120 lines
4.4 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta http-equiv="X-UA-Compatible" content="ie=edge">
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<script src="../dist/claygl.js"></script>
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<title>Stress Test</title>
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</head>
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<body>
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<style>
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html, body, #main {
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overflow: hidden;
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background: #111;
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height: 100%;
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margin: 0;
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}
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</style>
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<div id="main"></div>
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<script>
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var app = clay.application.create('#main', {
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graphic: {
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shadow: true
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},
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init: function (app) {
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// Create camera
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this._camera = app.createCamera([0, 150, 200], [0, 100, 0]);
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this._initLights(app);
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// Create a room.
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var cube = app.createCubeInside({
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roughness: 1,
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color: [0.3, 0.3, 0.3]
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});
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// Cube not cast shadow to reduce the bounding box of scene and increse the shadow resolution.
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cube.castShadow = false;
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cube.scale.set(400, 200, 400);
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cube.position.y = 200;
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this._initCubes(app);
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// Use orbit control
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this._control = new clay.plugin.OrbitControl({
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target: this._camera,
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domElement: app.container
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});
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// Load model. return a load promise to make sure the look will be start after model loaded.
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return app.loadModel('./assets/models/SambaDancing/SambaDancing.gltf').then(function (result) {
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result.materials.forEach(function (mat) {
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mat.set('roughness', 1);
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});
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});
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},
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_initLights: function (app) {
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// Create lights
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app.createAmbientLight('#fff', 0.2);
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this._pointLight1 = app.createPointLight([100, 300, 100], 800, '#22f', 2);
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this._pointLight2 = app.createPointLight([-160, 250, 200], 800, '#2f2', 2);
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this._pointLight1.castShadow = true;
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this._pointLight2.castShadow = true;
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app.createSphere({
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shader: 'clay.basic', color: [0.3, 0.3, 1]
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}, this._pointLight1);
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app.createSphere({
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shader: 'clay.basic', color: [0.3, 1, 0.3]
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}, this._pointLight2);
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},
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_initCubes: function (app) {
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var cubes = [];
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function randPos() {
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var r = Math.random() * 200 + 100;
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var alpha = Math.PI * 2 * Math.random();
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var beta = Math.PI / 6 * Math.random() + Math.PI / 2.5;
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return [
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Math.cos(alpha) * Math.sin(beta) * r,
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Math.cos(beta) * r + 100,
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Math.sin(alpha) * Math.sin(beta) * r
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];
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}
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for (var i = 0; i < 1000; i++) {
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var cube = app.createCube({
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color: [Math.random(), Math.random(), Math.random()]
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});
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cube.position.setArray(randPos());
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cube.center = new clay.Vector3(0, cube.position.y, 0);
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cube.moveSpeed = Math.random();
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cube.rotateSpeed = Math.random() * 5;
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cubes.push(cube);
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}
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this._cubes = cubes;
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},
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loop: function (app) {
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this._control.update(app.frameTime);
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this._pointLight1.rotateAround(new clay.Vector3(0, 100, 0), new clay.Vector3(0.1, 1, 0.1), 0.1);
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this._pointLight2.rotateAround(new clay.Vector3(0, 120, 0), new clay.Vector3(-0.1, 1, -0.2), 0.05);
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var frameTimeSecond = app.frameTime / 1000;
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this._cubes.forEach(function (cube) {
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cube.rotateAround(cube.center, clay.Vector3.UP, cube.moveSpeed * frameTimeSecond);
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cube.rotation.rotateX(cube.rotateSpeed * frameTimeSecond).rotateY(cube.rotateSpeed * frameTimeSecond)
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});
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}
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});
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window.onresize = function () {
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app.resize()
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};
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</script>
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</body>
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</html> |