Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using it's URL and the proper URL extention.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                



<canvas id="c"></canvas>
  
              
            
!

CSS

              
                html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}

              
            
!

JS

              
                import * as THREE  from "https://rawgit.com/mrdoob/three.js/r136/build/three.module.js";
import { OrbitControls } from "https://rawgit.com/mrdoob/three.js/r136/examples/jsm/controls/OrbitControls.js";
import { OutlinePass } from "https://rawgit.com/mrdoob/three.js/r136/examples/jsm/postprocessing/OutlinePass.js";
import { EffectComposer } from "https://rawgit.com/mrdoob/three.js/r136/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "https://rawgit.com/mrdoob/three.js/r136/examples/jsm/postprocessing/RenderPass.js";

// test
function main() {
  const canvas = document.querySelector('#c');
  const fov = 75;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 100;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 5;

  const scene = new THREE.Scene();
  
  /* render setup */
  const renderer = new THREE.WebGLRenderer({canvas});
  let size = renderer.getSize(new THREE.Vector2());
  
  
  const renderTarget = new THREE.WebGLMultisampleRenderTarget(size.width * window.devicePixelRatio, size.height * window.devicePixelRatio, {
         minFilter: THREE.LinearFilter,
         magFilter: THREE.LinearFilter,
         format: THREE.RGBAFormat,
         encoding: THREE.sRGBEncoding
  });
  renderTarget.texture.name = 'EffectComposer.rt1';
  
  let composer = new EffectComposer(renderer, renderTarget);
  composer.setPixelRatio(window.devicePixelRatio);
  var renderPass = new RenderPass(scene, camera);
  composer.addPass(renderPass);


  let outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera);
  outlinePass.edgeStrength = 2;
  outlinePass.visibleEdgeColor = new THREE.Color(0xff0000);
  outlinePass.edgeGlow = 1.0;
  outlinePass.edgeThickness = 1;
  composer.addPass(outlinePass);

  

  {
    const color = 0xFFFFFF;
    const intensity = 1;
    const light = new THREE.DirectionalLight(color, intensity);
    light.position.set(-1, 2, 4);
    scene.add(light);
  }

  // NOT A GOOD EXAMPLE OF HOW TO MAKE A CUBE!
  // Only trying to make it clear most vertices are unique
  const vertices = [
    // front
    { pos: [-1, -1,  1], norm: [ 0,  0,  1], uv: [0, 0], },
    { pos: [ 1, -1,  1], norm: [ 0,  0,  1], uv: [1, 0], },
    { pos: [-1,  1,  1], norm: [ 0,  0,  1], uv: [0, 1], },

    { pos: [-1,  1,  1], norm: [ 0,  0,  1], uv: [0, 1], },
    { pos: [ 1, -1,  1], norm: [ 0,  0,  1], uv: [1, 0], },
    { pos: [ 1,  1,  1], norm: [ 0,  0,  1], uv: [1, 1], },
    // right
    { pos: [ 1, -1,  1], norm: [ 1,  0,  0], uv: [0, 0], },
    { pos: [ 1, -1, -1], norm: [ 1,  0,  0], uv: [1, 0], },
    { pos: [ 1,  1,  1], norm: [ 1,  0,  0], uv: [0, 1], },

    { pos: [ 1,  1,  1], norm: [ 1,  0,  0], uv: [0, 1], },
    { pos: [ 1, -1, -1], norm: [ 1,  0,  0], uv: [1, 0], },
    { pos: [ 1,  1, -1], norm: [ 1,  0,  0], uv: [1, 1], },
    // back
    { pos: [ 1, -1, -1], norm: [ 0,  0, -1], uv: [0, 0], },
    { pos: [-1, -1, -1], norm: [ 0,  0, -1], uv: [1, 0], },
    { pos: [ 1,  1, -1], norm: [ 0,  0, -1], uv: [0, 1], },

    { pos: [ 1,  1, -1], norm: [ 0,  0, -1], uv: [0, 1], },
    { pos: [-1, -1, -1], norm: [ 0,  0, -1], uv: [1, 0], },
    { pos: [-1,  1, -1], norm: [ 0,  0, -1], uv: [1, 1], },
    // left
    { pos: [-1, -1, -1], norm: [-1,  0,  0], uv: [0, 0], },
    { pos: [-1, -1,  1], norm: [-1,  0,  0], uv: [1, 0], },
    { pos: [-1,  1, -1], norm: [-1,  0,  0], uv: [0, 1], },

    { pos: [-1,  1, -1], norm: [-1,  0,  0], uv: [0, 1], },
    { pos: [-1, -1,  1], norm: [-1,  0,  0], uv: [1, 0], },
    { pos: [-1,  1,  1], norm: [-1,  0,  0], uv: [1, 1], },
    // top
    { pos: [ 1,  1, -1], norm: [ 0,  1,  0], uv: [0, 0], },
    { pos: [-1,  1, -1], norm: [ 0,  1,  0], uv: [1, 0], },
    { pos: [ 1,  1,  1], norm: [ 0,  1,  0], uv: [0, 1], },

    { pos: [ 1,  1,  1], norm: [ 0,  1,  0], uv: [0, 1], },
    { pos: [-1,  1, -1], norm: [ 0,  1,  0], uv: [1, 0], },
    { pos: [-1,  1,  1], norm: [ 0,  1,  0], uv: [1, 1], },
    // bottom
    { pos: [ 1, -1,  1], norm: [ 0, -1,  0], uv: [0, 0], },
    { pos: [-1, -1,  1], norm: [ 0, -1,  0], uv: [1, 0], },
    { pos: [ 1, -1, -1], norm: [ 0, -1,  0], uv: [0, 1], },

    { pos: [ 1, -1, -1], norm: [ 0, -1,  0], uv: [0, 1], },
    { pos: [-1, -1,  1], norm: [ 0, -1,  0], uv: [1, 0], },
    { pos: [-1, -1, -1], norm: [ 0, -1,  0], uv: [1, 1], },
  ];
  const positions = [];
  const normals = [];
  const uvs = [];
  for (const vertex of vertices) {
    positions.push(...vertex.pos);
    normals.push(...vertex.norm);
    uvs.push(...vertex.uv);
  }

  const geometry = new THREE.BufferGeometry();
  const positionNumComponents = 3;
  const normalNumComponents = 3;
  const uvNumComponents = 2;
  geometry.setAttribute(
      'position',
      new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
  geometry.setAttribute(
      'normal',
      new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
  geometry.setAttribute(
      'uv',
      new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));

  const loader = new THREE.TextureLoader();
  const texture = loader.load('https://threejs.org/manual/examples/resources/images/star.png');

  function makeInstance(geometry, color, x) {
    const material = new THREE.MeshPhongMaterial({color, map: texture});

    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);

    cube.position.x = x;
    return cube;
  }

  const cubes = [
    makeInstance(geometry, 0x88FF88,  0),
    makeInstance(geometry, 0x8888FF, -4),
    makeInstance(geometry, 0xFF8888,  4),
  ];
  outlinePass.selectedObjects = cubes;

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    cubes.forEach((cube, ndx) => {
      const speed = 1 + ndx * .1;
      const rot = time * speed;
      cube.rotation.x = rot;
      cube.rotation.y = rot;
    });

    //renderer.render(scene, camera);
    composer.render()

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();

              
            
!
999px

Console