|  | @@ -131,188 +131,195 @@
 | 
	
		
			
				|  |  |  		</div>
 | 
	
		
			
				|  |  |  	</div>
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -		<script src="../build/three.js"></script>
 | 
	
		
			
				|  |  | +	<script type="module">
 | 
	
		
			
				|  |  | +		import {
 | 
	
		
			
				|  |  | +			BufferAttribute,
 | 
	
		
			
				|  |  | +			Camera,
 | 
	
		
			
				|  |  | +			CanvasTexture,
 | 
	
		
			
				|  |  | +			Color,
 | 
	
		
			
				|  |  | +			DirectionalLight,
 | 
	
		
			
				|  |  | +			IcosahedronBufferGeometry,
 | 
	
		
			
				|  |  | +			Math as _Math,
 | 
	
		
			
				|  |  | +			Mesh,
 | 
	
		
			
				|  |  | +			MeshBasicMaterial,
 | 
	
		
			
				|  |  | +			MeshPhongMaterial,
 | 
	
		
			
				|  |  | +			PerspectiveCamera,
 | 
	
		
			
				|  |  | +			PlaneBufferGeometry,
 | 
	
		
			
				|  |  | +			Scene,
 | 
	
		
			
				|  |  | +			VertexColors,
 | 
	
		
			
				|  |  | +			WebGLRenderer,
 | 
	
		
			
				|  |  | +		} from "../build/three.module.js";
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -		<script src="js/WebGL.js"></script>
 | 
	
		
			
				|  |  | +		var views = [];
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -		<script>
 | 
	
		
			
				|  |  | +		var scene, renderer;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			if ( WEBGL.isWebGLAvailable() === false ) {
 | 
	
		
			
				|  |  | +		var mouseX = 0, mouseY = 0;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				document.body.appendChild( WEBGL.getWebGLErrorMessage() );
 | 
	
		
			
				|  |  | +		var windowHalfX = window.innerWidth / 2;
 | 
	
		
			
				|  |  | +		var windowHalfY = window.innerHeight / 2;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			}
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -			var views = [];
 | 
	
		
			
				|  |  | +		init();
 | 
	
		
			
				|  |  | +		animate();
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			var scene, renderer;
 | 
	
		
			
				|  |  | +		//
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			var mouseX = 0, mouseY = 0;
 | 
	
		
			
				|  |  | +		function View( canvas, rotateY ) {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			var windowHalfX = window.innerWidth / 2;
 | 
	
		
			
				|  |  | -			var windowHalfY = window.innerHeight / 2;
 | 
	
		
			
				|  |  | +			canvas.width = canvas.clientWidth * window.devicePixelRatio;
 | 
	
		
			
				|  |  | +			canvas.height = canvas.clientHeight * window.devicePixelRatio;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			init();
 | 
	
		
			
				|  |  | -			animate();
 | 
	
		
			
				|  |  | +			var context = canvas.getContext( '2d' );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			//
 | 
	
		
			
				|  |  | +			var camera = new PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
 | 
	
		
			
				|  |  | +			camera.rotation.y = rotateY;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			function View( canvas, rotateY ) {
 | 
	
		
			
				|  |  | +			// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
 | 
	
		
			
				|  |  | +			// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				canvas.width = canvas.clientWidth * window.devicePixelRatio;
 | 
	
		
			
				|  |  | -				canvas.height = canvas.clientHeight * window.devicePixelRatio;
 | 
	
		
			
				|  |  | +			var virtualCamera = new Camera();
 | 
	
		
			
				|  |  | +			virtualCamera.add( camera );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var context = canvas.getContext( '2d' );
 | 
	
		
			
				|  |  | +			this.render = function () {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var camera = new THREE.PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
 | 
	
		
			
				|  |  | -				camera.rotation.y = rotateY;
 | 
	
		
			
				|  |  | +				virtualCamera.position.x = - mouseX * 4;
 | 
	
		
			
				|  |  | +				virtualCamera.position.y = - mouseY * 4;
 | 
	
		
			
				|  |  | +				virtualCamera.position.z = 1800;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
 | 
	
		
			
				|  |  | -				// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
 | 
	
		
			
				|  |  | +				virtualCamera.lookAt( scene.position );
 | 
	
		
			
				|  |  | +				virtualCamera.updateMatrixWorld( true );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var virtualCamera = new THREE.Camera();
 | 
	
		
			
				|  |  | -				virtualCamera.add( camera );
 | 
	
		
			
				|  |  | +				renderer.render( scene, camera );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				this.render = function () {
 | 
	
		
			
				|  |  | +				context.drawImage( renderer.domElement, 0, 0 );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					virtualCamera.position.x = - mouseX * 4;
 | 
	
		
			
				|  |  | -					virtualCamera.position.y = - mouseY * 4;
 | 
	
		
			
				|  |  | -					virtualCamera.position.z = 1800;
 | 
	
		
			
				|  |  | +			};
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					virtualCamera.lookAt( scene.position );
 | 
	
		
			
				|  |  | -					virtualCamera.updateMatrixWorld( true );
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					renderer.render( scene, camera );
 | 
	
		
			
				|  |  | +		function init() {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					context.drawImage( renderer.domElement, 0, 0 );
 | 
	
		
			
				|  |  | +			var canvas1 = document.getElementById( 'canvas1' );
 | 
	
		
			
				|  |  | +			var canvas2 = document.getElementById( 'canvas2' );
 | 
	
		
			
				|  |  | +			var canvas3 = document.getElementById( 'canvas3' );
 | 
	
		
			
				|  |  | +			var canvas4 = document.getElementById( 'canvas4' );
 | 
	
		
			
				|  |  | +			var canvas5 = document.getElementById( 'canvas5' );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				};
 | 
	
		
			
				|  |  | +			var fudge = 0.45; // I don't know why this is needed :-(
 | 
	
		
			
				|  |  | +			var rot = 30 * _Math.DEG2RAD;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			}
 | 
	
		
			
				|  |  | +			views.push( new View( canvas1, rot * - 2 * fudge ) );
 | 
	
		
			
				|  |  | +			views.push( new View( canvas2, rot * - 1 * fudge ) );
 | 
	
		
			
				|  |  | +			views.push( new View( canvas3, rot *	0 * fudge ) );
 | 
	
		
			
				|  |  | +			views.push( new View( canvas4, rot *	1 * fudge ) );
 | 
	
		
			
				|  |  | +			views.push( new View( canvas5, rot *	2 * fudge ) );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			function init() {
 | 
	
		
			
				|  |  | +			//
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var canvas1 = document.getElementById( 'canvas1' );
 | 
	
		
			
				|  |  | -				var canvas2 = document.getElementById( 'canvas2' );
 | 
	
		
			
				|  |  | -				var canvas3 = document.getElementById( 'canvas3' );
 | 
	
		
			
				|  |  | -				var canvas4 = document.getElementById( 'canvas4' );
 | 
	
		
			
				|  |  | -				var canvas5 = document.getElementById( 'canvas5' );
 | 
	
		
			
				|  |  | +			scene = new Scene();
 | 
	
		
			
				|  |  | +			scene.background = new Color( 0xffffff );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var fudge = 0.45; // I don't know why this is needed :-(
 | 
	
		
			
				|  |  | -				var rot = 30 * THREE.Math.DEG2RAD;
 | 
	
		
			
				|  |  | +			var light = new DirectionalLight( 0xffffff );
 | 
	
		
			
				|  |  | +			light.position.set( 0, 0, 1 ).normalize();
 | 
	
		
			
				|  |  | +			scene.add( light );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				views.push( new View( canvas1, rot * - 2 * fudge ) );
 | 
	
		
			
				|  |  | -				views.push( new View( canvas2, rot * - 1 * fudge ) );
 | 
	
		
			
				|  |  | -				views.push( new View( canvas3, rot *	0 * fudge ) );
 | 
	
		
			
				|  |  | -				views.push( new View( canvas4, rot *	1 * fudge ) );
 | 
	
		
			
				|  |  | -				views.push( new View( canvas5, rot *	2 * fudge ) );
 | 
	
		
			
				|  |  | +			var noof_balls = 51;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				//
 | 
	
		
			
				|  |  | +			// shadow
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				scene = new THREE.Scene();
 | 
	
		
			
				|  |  | -				scene.background = new THREE.Color( 0xffffff );
 | 
	
		
			
				|  |  | +			var canvas = document.createElement( 'canvas' );
 | 
	
		
			
				|  |  | +			canvas.width = 128;
 | 
	
		
			
				|  |  | +			canvas.height = 128;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var light = new THREE.DirectionalLight( 0xffffff );
 | 
	
		
			
				|  |  | -				light.position.set( 0, 0, 1 ).normalize();
 | 
	
		
			
				|  |  | -				scene.add( light );
 | 
	
		
			
				|  |  | +			var context = canvas.getContext( '2d' );
 | 
	
		
			
				|  |  | +			var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
 | 
	
		
			
				|  |  | +			gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
 | 
	
		
			
				|  |  | +			gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var noof_balls = 51;
 | 
	
		
			
				|  |  | +			context.fillStyle = gradient;
 | 
	
		
			
				|  |  | +			context.fillRect( 0, 0, canvas.width, canvas.height );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				// shadow
 | 
	
		
			
				|  |  | +			var shadowTexture = new CanvasTexture( canvas );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var canvas = document.createElement( 'canvas' );
 | 
	
		
			
				|  |  | -				canvas.width = 128;
 | 
	
		
			
				|  |  | -				canvas.height = 128;
 | 
	
		
			
				|  |  | +			var shadowMaterial = new MeshBasicMaterial( { map: shadowTexture } );
 | 
	
		
			
				|  |  | +			var shadowGeo = new PlaneBufferGeometry( 300, 300, 1, 1 );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var context = canvas.getContext( '2d' );
 | 
	
		
			
				|  |  | -				var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
 | 
	
		
			
				|  |  | -				gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
 | 
	
		
			
				|  |  | -				gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
 | 
	
		
			
				|  |  | +			for ( var i = 0; i < noof_balls; i ++ ) { // create shadows
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				context.fillStyle = gradient;
 | 
	
		
			
				|  |  | -				context.fillRect( 0, 0, canvas.width, canvas.height );
 | 
	
		
			
				|  |  | +				var shadowMesh = new Mesh( shadowGeo, shadowMaterial );
 | 
	
		
			
				|  |  | +				shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
 | 
	
		
			
				|  |  | +				shadowMesh.position.y = - 250;
 | 
	
		
			
				|  |  | +				shadowMesh.rotation.x = - Math.PI / 2;
 | 
	
		
			
				|  |  | +				scene.add( shadowMesh );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var shadowTexture = new THREE.CanvasTexture( canvas );
 | 
	
		
			
				|  |  | +			}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
 | 
	
		
			
				|  |  | -				var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
 | 
	
		
			
				|  |  | +			var radius = 200;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				for ( var i = 0; i < noof_balls; i ++ ) { // create shadows
 | 
	
		
			
				|  |  | +			var geometry1 = new IcosahedronBufferGeometry( radius, 1 );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					var shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
 | 
	
		
			
				|  |  | -					shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
 | 
	
		
			
				|  |  | -					shadowMesh.position.y = - 250;
 | 
	
		
			
				|  |  | -					shadowMesh.rotation.x = - Math.PI / 2;
 | 
	
		
			
				|  |  | -					scene.add( shadowMesh );
 | 
	
		
			
				|  |  | +			var count = geometry1.attributes.position.count;
 | 
	
		
			
				|  |  | +			geometry1.addAttribute( 'color', new BufferAttribute( new Float32Array( count * 3 ), 3 ) );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				}
 | 
	
		
			
				|  |  | +			var color = new Color();
 | 
	
		
			
				|  |  | +			var positions = geometry1.attributes.position;
 | 
	
		
			
				|  |  | +			var colors = geometry1.attributes.color;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var radius = 200;
 | 
	
		
			
				|  |  | +			for ( var i = 0; i < count; i ++ ) {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
 | 
	
		
			
				|  |  | +				color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var count = geometry1.attributes.position.count;
 | 
	
		
			
				|  |  | -				geometry1.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
 | 
	
		
			
				|  |  | +				colors.setXYZ( i, color.r, color.g, color.b );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var color = new THREE.Color();
 | 
	
		
			
				|  |  | -				var positions = geometry1.attributes.position;
 | 
	
		
			
				|  |  | -				var colors = geometry1.attributes.color;
 | 
	
		
			
				|  |  | +			}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				for ( var i = 0; i < count; i ++ ) {
 | 
	
		
			
				|  |  | +			var material = new MeshPhongMaterial( {
 | 
	
		
			
				|  |  | +				color: 0xffffff,
 | 
	
		
			
				|  |  | +				flatShading: true,
 | 
	
		
			
				|  |  | +				vertexColors: VertexColors,
 | 
	
		
			
				|  |  | +				shininess: 0
 | 
	
		
			
				|  |  | +			} );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
 | 
	
		
			
				|  |  | +			var wireframeMaterial = new MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					colors.setXYZ( i, color.r, color.g, color.b );
 | 
	
		
			
				|  |  | +			for ( var i = 0; i < noof_balls; i ++ ) { // create balls
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				}
 | 
	
		
			
				|  |  | +				var mesh = new Mesh( geometry1, material );
 | 
	
		
			
				|  |  | +				var wireframe = new Mesh( geometry1, wireframeMaterial );
 | 
	
		
			
				|  |  | +				mesh.add( wireframe );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var material = new THREE.MeshPhongMaterial( {
 | 
	
		
			
				|  |  | -					color: 0xffffff,
 | 
	
		
			
				|  |  | -					flatShading: true,
 | 
	
		
			
				|  |  | -					vertexColors: THREE.VertexColors,
 | 
	
		
			
				|  |  | -					shininess: 0
 | 
	
		
			
				|  |  | -				} );
 | 
	
		
			
				|  |  | +				mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
 | 
	
		
			
				|  |  | +				mesh.rotation.x = i * 0.5;
 | 
	
		
			
				|  |  | +				scene.add( mesh );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
 | 
	
		
			
				|  |  | +			}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				for ( var i = 0; i < noof_balls; i ++ ) { // create balls
 | 
	
		
			
				|  |  | +			renderer = new WebGLRenderer( { antialias: true } );
 | 
	
		
			
				|  |  | +			renderer.setPixelRatio( window.devicePixelRatio );
 | 
	
		
			
				|  |  | +			renderer.setSize( 200, 300 );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					var mesh = new THREE.Mesh( geometry1, material );
 | 
	
		
			
				|  |  | -					var wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
 | 
	
		
			
				|  |  | -					mesh.add( wireframe );
 | 
	
		
			
				|  |  | +			document.addEventListener( 'mousemove', onDocumentMouseMove, false );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -					mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
 | 
	
		
			
				|  |  | -					mesh.rotation.x = i * 0.5;
 | 
	
		
			
				|  |  | -					scene.add( mesh );
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				}
 | 
	
		
			
				|  |  | +		function onDocumentMouseMove( event ) {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				renderer = new THREE.WebGLRenderer( { antialias: true } );
 | 
	
		
			
				|  |  | -				renderer.setPixelRatio( window.devicePixelRatio );
 | 
	
		
			
				|  |  | -				renderer.setSize( 200, 300 );
 | 
	
		
			
				|  |  | +			mouseX = event.clientX - windowHalfX;
 | 
	
		
			
				|  |  | +			mouseY = event.clientY - windowHalfY;
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			}
 | 
	
		
			
				|  |  | +		function animate() {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			function onDocumentMouseMove( event ) {
 | 
	
		
			
				|  |  | +			for ( var i = 0; i < views.length; ++ i ) {
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				mouseX = event.clientX - windowHalfX;
 | 
	
		
			
				|  |  | -				mouseY = event.clientY - windowHalfY;
 | 
	
		
			
				|  |  | +				views[ i ].render();
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |  			}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			function animate() {
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -				for ( var i = 0; i < views.length; ++ i ) {
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -					views[ i ].render();
 | 
	
		
			
				|  |  | +			requestAnimationFrame( animate );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -				}
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -				requestAnimationFrame( animate );
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -			}
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |  		</script>
 | 
	
		
			
				|  |  |  </body>
 |