claygl/example/app_performance.html
pissang 6edabb3834 refact: use modern tools.
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2022-04-21 21:09:40 +08:00

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HTML

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