WEB/ANIMATION

[animation] WEBGL을 이용한 애니메이션 만들기

aimee418 2023. 3. 21. 19:25

“ 지연되는 프로젝트에 인력을 더 투입하면 오히려 더 늦어진다. ”

- Frederick Philips Brooks
Mythical Man-Month 저자
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WebGL을 이용한 애니메이션 만들기

 

WebGL 웹기반의 그래픽 라이브러리 입니다. 자바스크립트 프로그래밍 언어를 통해서 사용할 수 있으며 호환성이 있는 웹 브라우저에서 인터랙티브한 3D 그래픽을 사용할 수 있도록 제공됩니다.

 

 

✈. CDN

 

 

 

🏁. 코드보기

<!DOCTYPE html>
<html lang="ko">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        * {
            margin: 0;
            padding: 0;
        }
        html {
            width: 100%;
            height: 100vh;
            overflow: hidden;
            background: linear-gradient(to bottom,  #093028 0%,#237A57 100%);
        }
    </style>
</head>
<body>
    <div id="canvas"></div>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
    <script>
        let renderer, scene, camera, composer, circle, skelet, particle;
        window.onload = function(){
            init();
            animate();
        }
        function init(){
            renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
            renderer.setPixelRatio((window.devicePixelRatio) ? window.devicePixelRatio : 1);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.autoClear = false;
            renderer.setClearColor(0x000000, 0.0);
            document.getElementById('canvas').appendChild(renderer.domElement);
            scene = new THREE.Scene();
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
            camera.position.z = 400;
            scene.add(camera);
            // 원
            circle = new THREE.Object3D();
            skelet = new THREE.Object3D();
            particle = new THREE.Object3D();
            

            // 화면 추가
            scene.add(circle);
            scene.add(skelet);
            scene.add(particle);
  
            let geom = new THREE.IcosahedronGeometry(5, 2); //공크기,세모크기 
            let mat = new THREE.MeshPhongMaterial({
                color: 0xffffff,
                shading: THREE.FlatShading
            });
            let planet = new THREE.Mesh(geom, mat);
            planet.scale.x = planet.scale.y = planet.scale.z = 16;
            circle.add(planet);


            let geom2 = new THREE.IcosahedronGeometry(15, 1); //공크기,세모크기 
            let mat2 = new THREE.MeshPhongMaterial({
                color: 0xffffff,
                wireframe: true,
                side: THREE.DoubleSide
                
            });
            let planet2 = new THREE.Mesh(geom2, mat2);
            planet2.scale.x = planet2.scale.y = planet2.scale.z = 10;
            skelet.add(planet2);


            let geometry = new THREE.TetrahedronGeometry(2, 0);    
            let material = new THREE.MeshPhongMaterial({
                color: 0xffffff,
                shading: THREE.Flatshading
            })   
            
            for(let i=0; i<1000; i++){
                let mesh = new THREE.Mesh(geometry, material);
                mesh.position.set(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
                mesh.position.multiplyScalar(90 + (Math.random() * 700));
                mesh.rotation.set(Math.random()*2, Math.random()*2, Math.random()*2);
                particle.add(mesh);
            }

            //조명효과
            let lights = [];
            lights[0] = new THREE.DirectionalLight(0xffffff,1);
            lights[0].position.set(1,0,0);
            lights[1] = new THREE.DirectionalLight(0x11e8bb,1);
            lights[1].position.set(0.75,1,0.75);
            lights[2] = new THREE.DirectionalLight(0x8200c0,1);
            lights[2].position.set(-0.75,-1,0.5);
            scene.add(lights[0]);
            scene.add(lights[1]);
            scene.add(lights[2]);

            //조명
            let ambientLight = new THREE.AmbientLight(0x555555);
            scene.add(ambientLight);


            window.addEventListener("resize", onWindowResize, false);
        }
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }
        function animate(){
            requestAnimationFrame(animate);

            circle.rotation.x -= 0.005;
            circle.rotation.y -= 0.005;
            skelet.rotation.x += 0.005;
            skelet.rotation.y += 0.005;
            particle.rotation.x += 0.005;
            particle.rotation.y += 0.009;

            renderer.render(scene, camera);
        }
    </script>
</body>
</html>