webgl_multiple_renderers.html 6.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - multiple renderers</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #808080;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #fff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #0080ff;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple renderers</div>
  29. <script src="../build/three.js"></script>
  30. <script src="js/Detector.js"></script>
  31. <script src="js/libs/stats.min.js"></script>
  32. <script>
  33. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  34. var camera, scene, renderer1, renderer2;
  35. var mesh1, mesh2, mesh3;
  36. var color = new THREE.Color();
  37. var vec = new THREE.Vector3();
  38. init();
  39. animate();
  40. function init() {
  41. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );
  42. scene = new THREE.Scene();
  43. scene.background = new THREE.Color( 0xffffff );
  44. var light = new THREE.DirectionalLight( 0xffffff );
  45. light.position.set( 0, 0, 1 );
  46. scene.add( light );
  47. var light = new THREE.DirectionalLight( 0xffff00, 0.75 );
  48. light.position.set( 0, 0, - 1 );
  49. scene.add( light );
  50. // shadow
  51. var canvas = document.createElement( 'canvas' );
  52. canvas.width = 128;
  53. canvas.height = 128;
  54. var context = canvas.getContext( '2d' );
  55. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  56. gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
  57. gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
  58. context.fillStyle = gradient;
  59. context.fillRect( 0, 0, canvas.width, canvas.height );
  60. var shadowTexture = new THREE.CanvasTexture( canvas );
  61. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
  62. var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
  63. var shadowMesh;
  64. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  65. shadowMesh.position.y = - 250;
  66. shadowMesh.rotation.x = - Math.PI / 2;
  67. scene.add( shadowMesh );
  68. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  69. shadowMesh.position.x = - 400;
  70. shadowMesh.position.y = - 250;
  71. shadowMesh.rotation.x = - Math.PI / 2;
  72. scene.add( shadowMesh );
  73. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  74. shadowMesh.position.x = 400;
  75. shadowMesh.position.y = - 250;
  76. shadowMesh.rotation.x = - Math.PI / 2;
  77. scene.add( shadowMesh );
  78. var radius = 200;
  79. var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
  80. var count = geometry1.attributes.position.count;
  81. geometry1.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
  82. var geometry2 = geometry1.clone();
  83. var geometry3 = geometry1.clone();
  84. var positions1 = geometry1.attributes.position;
  85. var positions2 = geometry2.attributes.position;
  86. var colors1 = geometry1.attributes.color;
  87. var colors2 = geometry2.attributes.color;
  88. var colors3 = geometry3.attributes.color;
  89. for ( var i = 0; i < count; i ++ ) {
  90. color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
  91. colors1.setXYZ( i, color.r, color.g, color.b );
  92. color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
  93. colors2.setXYZ( i, color.r, color.g, color.b );
  94. color.setHSL( 0.125 * i / count, 1.0, 0.5 );
  95. colors3.setXYZ( i, color.r, color.g, color.b );
  96. }
  97. var material = new THREE.MeshPhongMaterial( {
  98. color: 0xffffff,
  99. flatShading: true,
  100. vertexColors: THREE.VertexColors,
  101. shininess: 0
  102. } );
  103. var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
  104. mesh1 = new THREE.Mesh( geometry1, material );
  105. wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
  106. mesh1.add( wireframe );
  107. mesh1.position.x = - 400;
  108. mesh1.rotation.x = - 1.87;
  109. scene.add( mesh1 );
  110. mesh2 = new THREE.Mesh( geometry2, material );
  111. wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
  112. mesh2.add( wireframe );
  113. mesh2.position.x = 400;
  114. scene.add( mesh2 );
  115. mesh3 = new THREE.Mesh( geometry3, material );
  116. wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
  117. mesh3.add( wireframe );
  118. scene.add( mesh3 );
  119. //
  120. renderer1 = new THREE.WebGLRenderer( { antialias: true } );
  121. renderer1.setPixelRatio( window.devicePixelRatio );
  122. renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
  123. document.body.appendChild( renderer1.domElement );
  124. renderer2 = new THREE.WebGLRenderer();
  125. renderer2.setPixelRatio( window.devicePixelRatio );
  126. renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
  127. document.body.appendChild( renderer2.domElement );
  128. }
  129. function animate() {
  130. requestAnimationFrame( animate );
  131. // update scene
  132. mesh1.rotation.z += Math.PI / 500;
  133. mesh2.rotation.z += Math.PI / 500;
  134. mesh3.rotation.z += Math.PI / 500;
  135. var geometry = mesh3.geometry;
  136. var colors3 = geometry.attributes.color;
  137. var count = colors3.count;
  138. for ( var i = 0; i < colors3.count; i ++ ) {
  139. vec.fromBufferAttribute( colors3, i );
  140. color.setRGB( vec.x, vec.y, vec.z );
  141. color.setHex( ( color.getHex() + 0xfdfdfd ) % 0xffffff );
  142. colors3.setXYZ( i, color.r, color.g, color.b );
  143. }
  144. geometry.attributes.color.needsUpdate = true;
  145. //
  146. var time = performance.now() / 2000;
  147. camera.position.x = Math.sin( time ) * 1800;
  148. camera.position.z = Math.cos( time ) * 1800;
  149. camera.lookAt( scene.position );
  150. renderer1.render( scene, camera );
  151. renderer2.render( scene, camera );
  152. }
  153. </script>
  154. </body>
  155. </html>