{
let camera,
renderer,
scene,
controls,
mesh,
cubeGroup,
height=400;
init();
function createCamera() {
const fov = 25;
const aspect = width / height;
const near = 0.1;
const far = 1000;
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(-4, 2, 4);
}
function createLights() {
const ambientLight = new THREE.HemisphereLight(0xddeeff, 0x202020, 9);
const mainLight = new THREE.DirectionalLight(0xffffff, 3.0);
scene.add(ambientLight);
mainLight.position.set(10, 10, 10);
scene.add(ambientLight, mainLight);
}
function createMaterials() {
const cubeShader = new THREE.ShaderMaterial({
uniforms: {
colorA: {type: 'vec3', value: new THREE.Color(0xff0000)},
colorB: {type: 'vec3', value: new THREE.Color(0x0000FF)}
},
vertexShader: vertexShader(),
fragmentShader: fragmentShader()
});
return {
cubeShader
}
}
function createGeometries() {
const cube = new THREE.BoxGeometry( 1, 1, 1 );
return {
cube
}
}
function createMeshes() {
const materials = createMaterials();
const geometries = createGeometries();
const cubeMesh = new THREE.Mesh( geometries.cube, materials.cubeShader );
const group = new THREE.Group();
group.add(cubeMesh);
cubeGroup = group;
// Add the mesh to the scene
scene.add(group);
}
function createRenderer() {
// create the renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.gammaFactor = 2.2;
renderer.gammaOutput = true;
renderer.physicallyCorrectLights = true;
}
function init() {
// create a Scene
scene = new THREE.Scene();
// Set the background color
scene.background = new THREE.Color('#00DDDC');
createCamera();
createLights();
createMeshes();
createRenderer();
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.rotateSpeed = 0.1;
invalidation.then(() => (controls.dispose(), renderer.dispose()));
}
function render() {
renderer.render(scene, camera);
}
function update() {
/*********** PUT ANIMATION LOGIC HERE **********/
cubeGroup.rotation.x += 0.01;
cubeGroup.rotation.y += 0.01;
cubeGroup.rotation.z += 0.01;
/***********************************************/
}
function onWindowResize() {
camera.aspect = width / height;;
camera.updateProjectionMatrix();
renderer.setSize(width, height)
}
window.addEventListener('resize', onWindowResize)
renderer.setAnimationLoop(() => {
update();
render();
controls.update()
})
invalidation.then(() => {
controls.dispose();
renderer.dispose();
window.removeEventListener('resize', onWindowResize);
});
yield renderer.domElement
}