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-<!DOCTYPE html>
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-<html lang="en">
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- <head>
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- <title>three.js webgl - multiple renderers</title>
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- <meta charset="utf-8">
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- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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- <link type="text/css" rel="stylesheet" href="main.css">
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- <style>
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- body {
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- background-color: #fff;
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- color: #444;
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- }
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- a {
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- color: #08f;
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- }
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- </style>
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- </head>
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- <body>
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-
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- <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple renderers</div>
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-
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- <!-- Import maps polyfill -->
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- <!-- Remove this when import maps will be widely supported -->
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- <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
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-
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- <script type="importmap">
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- {
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- "imports": {
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- "three": "../build/three.module.js",
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- "three/addons/": "./jsm/"
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- }
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- }
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- </script>
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-
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- <script type="module">
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-
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- import * as THREE from 'three';
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-
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- let camera, scene, renderer1, renderer2;
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-
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- let mesh1, mesh2, mesh3;
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- const color = new THREE.Color();
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-
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- init();
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- animate();
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-
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- function init() {
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-
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- camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );
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-
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- scene = new THREE.Scene();
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- scene.background = new THREE.Color( 0xffffff );
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-
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- const light1 = new THREE.DirectionalLight( 0xffffff );
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- light1.position.set( 0, 0, 1 );
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- scene.add( light1 );
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-
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- const light2 = new THREE.DirectionalLight( 0xffff00, 0.75 );
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- light2.position.set( 0, 0, - 1 );
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- scene.add( light2 );
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-
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- // shadow
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-
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- const canvas = document.createElement( 'canvas' );
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- canvas.width = 128;
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- canvas.height = 128;
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-
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- const context = canvas.getContext( '2d' );
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- const gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
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- gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
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- gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
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-
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- context.fillStyle = gradient;
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- context.fillRect( 0, 0, canvas.width, canvas.height );
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-
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- const shadowTexture = new THREE.CanvasTexture( canvas );
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- shadowTexture.colorSpace = THREE.SRGBColorSpace;
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-
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- const shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
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- const shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
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-
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- let shadowMesh;
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-
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- shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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- shadowMesh.position.y = - 250;
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- shadowMesh.rotation.x = - Math.PI / 2;
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- scene.add( shadowMesh );
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-
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- shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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- shadowMesh.position.x = - 400;
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- shadowMesh.position.y = - 250;
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- shadowMesh.rotation.x = - Math.PI / 2;
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- scene.add( shadowMesh );
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-
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- shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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- shadowMesh.position.x = 400;
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- shadowMesh.position.y = - 250;
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- shadowMesh.rotation.x = - Math.PI / 2;
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- scene.add( shadowMesh );
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-
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- const radius = 200;
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-
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- const geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
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-
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- const count = geometry1.attributes.position.count;
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- geometry1.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
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-
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- const geometry2 = geometry1.clone();
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- const geometry3 = geometry1.clone();
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-
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- const positions1 = geometry1.attributes.position;
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- const positions2 = geometry2.attributes.position;
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- const positions3 = geometry3.attributes.position;
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- const colors1 = geometry1.attributes.color;
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- const colors2 = geometry2.attributes.color;
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- const colors3 = geometry3.attributes.color;
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-
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- for ( let i = 0; i < count; i ++ ) {
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-
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- color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5, THREE.SRGBColorSpace );
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- colors1.setXYZ( i, color.r, color.g, color.b );
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-
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- color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5, THREE.SRGBColorSpace );
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- colors2.setXYZ( i, color.r, color.g, color.b );
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-
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- color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0, THREE.SRGBColorSpace );
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- colors3.setXYZ( i, color.r, color.g, color.b );
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-
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- }
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-
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- const material = new THREE.MeshPhongMaterial( {
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- color: 0xffffff,
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- flatShading: true,
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- vertexColors: true,
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- shininess: 0
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- } );
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-
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- const wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
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-
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- mesh1 = new THREE.Mesh( geometry1, material );
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- mesh1.position.x = - 400;
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- mesh1.rotation.x = - 1.87;
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- scene.add( mesh1 );
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-
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- const wireframe1 = new THREE.Mesh( geometry1, wireframeMaterial );
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- mesh1.add( wireframe1 );
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-
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- mesh2 = new THREE.Mesh( geometry2, material );
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- mesh2.position.x = 400;
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- scene.add( mesh2 );
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-
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- const wireframe2 = new THREE.Mesh( geometry2, wireframeMaterial );
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- mesh2.add( wireframe2 );
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-
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- mesh3 = new THREE.Mesh( geometry3, material );
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- scene.add( mesh3 );
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-
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- const wireframe3 = new THREE.Mesh( geometry3, wireframeMaterial );
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- mesh3.add( wireframe3 );
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-
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- //
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-
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- renderer1 = new THREE.WebGLRenderer( { antialias: true } );
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- renderer1.setPixelRatio( window.devicePixelRatio );
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- renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
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- document.body.appendChild( renderer1.domElement );
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-
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- renderer2 = new THREE.WebGLRenderer();
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- renderer2.setPixelRatio( window.devicePixelRatio );
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- renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
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- document.body.appendChild( renderer2.domElement );
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-
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- }
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-
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- function animate() {
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-
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- requestAnimationFrame( animate );
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-
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- // update scene
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-
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- mesh1.rotation.z += Math.PI / 500;
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- mesh2.rotation.z += Math.PI / 500;
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- mesh3.rotation.z += Math.PI / 500;
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-
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- const position = new THREE.Vector3();
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- const color = new THREE.Color();
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-
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- let time = performance.now() / 500;
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-
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- const positions = mesh3.geometry.attributes.position;
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- const colors = mesh3.geometry.attributes.color;
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-
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- for ( let i = 0, l = positions.count; i < l; i ++ ) {
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-
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- position.fromArray( positions.array, i * 3 );
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-
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- color.setRGB( 1, Math.sin( time + position.x ), Math.cos( time * 2.123 + position.x ), THREE.SRGBColorSpace );
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- colors.setXYZ( i, color.r, color.g, color.b );
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-
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- }
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-
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- colors.needsUpdate = true;
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-
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- //
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-
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- time = performance.now() / 2000;
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-
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- camera.position.x = Math.sin( time ) * 1800;
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- camera.position.z = Math.cos( time ) * 1800;
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-
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- camera.lookAt( scene.position );
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-
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- renderer1.render( scene, camera );
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- renderer2.render( scene, camera );
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-
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- }
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-
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- </script>
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-
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- </body>
|
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-</html>
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