Prechádzať zdrojové kódy

Remove webgl_multiple_views_multiple example

Fernando Serrano 6 rokov pred
rodič
commit
2f61505f45

+ 0 - 1
examples/files.js

@@ -201,7 +201,6 @@ var files = {
 		"webgl_multiple_renderers",
 		"webgl_multiple_scenes_comparison",
 		"webgl_multiple_views",
-		"webgl_multiple_views_multiview",
 		"webgl_nearestneighbour",
 		"webgl_panorama_cube",
 		"webgl_panorama_dualfisheye",

+ 0 - 325
examples/webgl_multiple_views_multiview.html

@@ -1,325 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js performance - animation</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<style>
-			body {
-				font-family: Monospace;
-				background-color: #000;
-				margin: 0px;
-				overflow: hidden;
-			}
-			#info {
-				position: absolute;
-				top: 10px;
-				width: 100%;
-				text-align: center;
-				z-index: 100;
-				display:block;
-			}
-			#info p {
-				max-width: 600px;
-				margin-left: auto;
-				margin-right: auto;
-				padding: 0 2em;
-			}
-			#info a {
-				color: #2fa1d6;
-				font-weight: bold;
-			}
-			.dg.ac {
-				z-index: 999 !important;
-			}
-		</style>
-	</head>
-
-	<body>
-
-		<div id="container"></div>
-
-		<script src="../build/three.js"></script>
-		<script src="js/loaders/GLTFLoader.js"></script>
-		<script src="js/libs/stats.min.js"></script>
-		<script>
-
-			var container, clock, stats, ms;
-			var camera, scene, renderer, panel, balls;
-			var radius = 0.08;
-			var AMOUNT = 2;
-
-			var mixers = [];
-			var cameras = [];
-
-			init();
-
-			function addNumLink( value ) {
-
-				return `<a href="?num=${ value }">${ value }</a>`;
-
-			}
-
-			function init() {
-
-				container = document.getElementById('container');
-
-				const urlParams = new URLSearchParams(window.location.search);
-				const multiview = urlParams.has('enableMultiview');
-
-				var ASPECT_RATIO = window.innerWidth / window.innerHeight;
-				var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
-				var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
-
-				for ( var y = 0; y < AMOUNT; y ++ ) {
-
-					for ( var x = 0; x < AMOUNT; x ++ ) {
-
-						var subcamera = new THREE.PerspectiveCamera( 40 + (x + y) * 20, ASPECT_RATIO, 0.25, 100 );
-						subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
-
-						subcamera.position.x = ( x / AMOUNT ) * 5 - 0.5;
-						subcamera.position.y = ( y / AMOUNT ) * 5 + 1;
-						subcamera.position.z = 6;
-						subcamera.position.multiplyScalar( 1.5 );
-
-						subcamera.lookAt( 0, 2, 0 );
-						subcamera.updateMatrixWorld();
-						cameras.push( subcamera );
-
-					}
-
-				}
-
-				camera = new THREE.ArrayCamera( cameras );
-
-				// Needed to do the frustum culling
-				camera.fov = 180;
-				camera.position.set(0, 0, 6);
-				camera.aspect = ASPECT_RATIO;
-				camera.updateProjectionMatrix();
-
-				//
-
-				scene = new THREE.Scene();
-				scene.background = new THREE.Color( 0xe0e0e0 );
-				scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
-
-				clock = new THREE.Clock();
-
-				// lights
-
-				var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
-				light.position.set( 0, 20, 0 );
-				scene.add( light );
-
-				light = new THREE.DirectionalLight( 0xffffff );
-				light.position.set( 0, 20, 10 );
-				scene.add( light );
-
-				// ground
-
-				var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
-				mesh.rotation.x = - Math.PI / 2;
-				scene.add( mesh );
-
-				var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 );
-				grid.material.opacity = 0.2;
-				grid.material.transparent = true;
-				scene.add( grid );
-
-				// balls
-				balls = new THREE.Group();
-				scene.add( balls );
-
-				var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 );
-
-				var numObjects = urlParams.get('num') || 1000;
-
-				for ( var i = 0; i < numObjects; i ++ ) {
-
-					var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
-
-					object.position.x = Math.random() * 20 - 10;
-					object.position.y = Math.random() * 10 + 5;
-					object.position.z = Math.random() * 20 - 10;
-
-					object.userData.velocity = new THREE.Vector3();
-					object.userData.velocity.x = Math.random() * 0.01 - 0.005;
-					object.userData.velocity.y = Math.random() * 0.01 - 0.005;
-					object.userData.velocity.z = Math.random() * 0.01 - 0.005;
-
-					balls.add( object );
-
-				}
-
-
-				// model
-
-				var loader = new THREE.GLTFLoader();
-
-				loader.load( 'models/gltf/RobotExpressive/RobotExpressive.glb', function( gltf ) {
-
-					var model = gltf.scene;
-					var animations = gltf.animations;
-
-					scene.add( model );
-
-					var mixer = new THREE.AnimationMixer( model );
-					mixer.clipAction( animations[ 10 ] ).play();
-					mixers.push( mixer );
-
-					animate();
-
-				}, undefined, function( e ) {
-
-					console.error( e );
-
-				} );
-
-        var canvas = document.createElement( 'canvas' );
-				var context = canvas.getContext( 'webgl2', { antialias: false } );
-				renderer = new THREE.WebGLRenderer( { context: context, canvas: canvas, antialias: true, multiview: multiview } );
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( window.innerWidth, window.innerHeight );
-				renderer.gammaOutput = true;
-				renderer.gammaFactor = 2.2;
-				container.appendChild( renderer.domElement );
-
-				console.log(renderer.multiview);
-				//
-
-				function colorize( value ) {
-					return value ? '<b style="color:#3f3">true</b>' : '<b style="color:#f33">false</b>';
-				}
-
-				var info = document.createElement( 'div' );
-				info.style.position = 'absolute';
-				info.style.top = '10px';
-				info.style.width = '100%';
-				info.style.textAlign = 'center';
-				container.appendChild(info);
-
-				info.innerHTML = `<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple views using multiview extension - by <a href="https://twitter.com/fernandojsg">fernandojsg</a><br/>`;
-				info.innerHTML += 'enabled: ' + colorize( renderer.multiview.isEnabled() ) + ` <a href="?num=${ numObjects }&${ multiview ? '' : 'enableMultiview' }">toggle</a>`
-					+ `<br/>available: ${ colorize( renderer.multiview.isAvailable() ) }<br/>Number of balls:
-						${addNumLink(200)}
-						${addNumLink(500)}
-						${addNumLink(1000)}
-						${addNumLink(2500)}
-						${addNumLink(5000)}
-					<br/><br/>`;
-
-				ms = document.createElement('div');
-				ms.innerHTML = '';
-				info.appendChild(ms);
-
-				stats = new Stats();
-				document.body.appendChild( stats.dom );
-				panel = stats.addPanel( new Stats.Panel( 'renderer.render()', '#ff8', '#221' ) );
-				stats.showPanel( 3 );
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function onWindowResize() {
-
-				var ASPECT_RATIO = window.innerWidth / window.innerHeight;
-				var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
-				var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
-
-				camera.aspect = ASPECT_RATIO;
-				camera.updateProjectionMatrix();
-
-				for ( var y = 0; y < AMOUNT; y ++ ) {
-
-					for ( var x = 0; x < AMOUNT; x ++ ) {
-
-						var subcamera = camera.cameras[ AMOUNT * y + x ];
-						subcamera.viewport.set(
-							Math.floor( x * WIDTH ),
-							Math.floor( y * HEIGHT ),
-							Math.ceil( WIDTH ),
-							Math.ceil( HEIGHT ) );
-						subcamera.aspect = ASPECT_RATIO;
-						subcamera.updateProjectionMatrix();
-
-					}
-
-				}
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				var delta = clock.getDelta();
-				var time = clock.getElapsedTime();
-
-				for ( var i = 0, il = mixers.length; i < il; i ++ ) {
-
-					mixers[ i ].update( delta );
-
-				}
-
-				// Update camera animations
-				cameras[ 0 ].position.y += Math.sin( time * 2 ) * 0.02;
-				cameras[ 0 ].updateMatrixWorld();
-
-				cameras[ 1 ].position.z += Math.sin( time ) * 0.1;
-				cameras[ 1 ].updateMatrixWorld();
-
-				cameras[ 3 ].position.x = Math.sin( time ) * Math.PI;
-				cameras[ 3 ].position.z = Math.cos( time ) * Math.PI;
-				cameras[ 3 ].lookAt( 0, 2, 0 );
-				cameras[ 3 ].updateMatrixWorld();
-
-				// delta *=1000;
-
-				delta *= 0.5;
-
-				// Update balls
-				for ( var i = 0; i < balls.children.length; i ++ ) {
-
-					var object = balls.children[ i ];
-
-					object.position.y += object.userData.velocity.y * delta;
-
-					// keep objects inside room
-					if ( object.position.y < radius || object.position.y > 15 ) {
-
-						object.position.y = Math.max( object.position.y, radius );
-
-						object.userData.velocity.y = - object.userData.velocity.y * 0.8;
-
-					}
-
-					object.userData.velocity.y -= 9.8 * delta;
-
-				}
-
-				//
-
-				var t = performance.now();
-
-				renderer.render( scene, camera );
-
-				var trender = performance.now() - t;
-				ms.innerHTML = `renderer.render time: ${ trender.toFixed( 2 ) }ms`;
-
-				panel.update(performance.now() - t, 460);
-
-				stats.update();
-
-			}
-
-		</script>
-
-	</body>
-</html>