webgl_multiple_views_multiview.html 8.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js performance - animation</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. font-family: Monospace;
  10. background-color: #000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. z-index: 100;
  20. display:block;
  21. }
  22. #info p {
  23. max-width: 600px;
  24. margin-left: auto;
  25. margin-right: auto;
  26. padding: 0 2em;
  27. }
  28. #info a {
  29. color: #2fa1d6;
  30. font-weight: bold;
  31. }
  32. .dg.ac {
  33. z-index: 999 !important;
  34. }
  35. </style>
  36. </head>
  37. <body>
  38. <div id="container"></div>
  39. <script src="../build/three.js"></script>
  40. <script src="js/loaders/GLTFLoader.js"></script>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script>
  43. var container, clock, stats, ms;
  44. var camera, scene, renderer, panel, balls;
  45. var radius = 0.08;
  46. var AMOUNT = 2;
  47. var mixers = [];
  48. var cameras = [];
  49. init();
  50. function addNumLink( value ) {
  51. return `<a href="?num=${ value }">${ value }</a>`;
  52. }
  53. function init() {
  54. container = document.getElementById('container');
  55. const urlParams = new URLSearchParams(window.location.search);
  56. const multiview = urlParams.has('enableMultiview');
  57. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  58. var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
  59. var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
  60. for ( var y = 0; y < AMOUNT; y ++ ) {
  61. for ( var x = 0; x < AMOUNT; x ++ ) {
  62. var subcamera = new THREE.PerspectiveCamera( 40 + (x + y) * 20, ASPECT_RATIO, 0.25, 100 );
  63. subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
  64. subcamera.position.x = ( x / AMOUNT ) * 5 - 0.5;
  65. subcamera.position.y = ( y / AMOUNT ) * 5 + 1;
  66. subcamera.position.z = 6;
  67. subcamera.position.multiplyScalar( 1.5 );
  68. subcamera.lookAt( 0, 2, 0 );
  69. subcamera.updateMatrixWorld();
  70. cameras.push( subcamera );
  71. }
  72. }
  73. camera = new THREE.ArrayCamera( cameras );
  74. // Needed to do the frustum culling
  75. camera.fov = 180;
  76. camera.position.set(0, 0, 6);
  77. camera.aspect = ASPECT_RATIO;
  78. camera.updateProjectionMatrix();
  79. //
  80. scene = new THREE.Scene();
  81. scene.background = new THREE.Color( 0xe0e0e0 );
  82. scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
  83. clock = new THREE.Clock();
  84. // lights
  85. var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  86. light.position.set( 0, 20, 0 );
  87. scene.add( light );
  88. light = new THREE.DirectionalLight( 0xffffff );
  89. light.position.set( 0, 20, 10 );
  90. scene.add( light );
  91. // ground
  92. var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
  93. mesh.rotation.x = - Math.PI / 2;
  94. scene.add( mesh );
  95. var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 );
  96. grid.material.opacity = 0.2;
  97. grid.material.transparent = true;
  98. scene.add( grid );
  99. // balls
  100. balls = new THREE.Group();
  101. scene.add( balls );
  102. var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 );
  103. var numObjects = urlParams.get('num') || 1000;
  104. for ( var i = 0; i < numObjects; i ++ ) {
  105. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  106. object.position.x = Math.random() * 20 - 10;
  107. object.position.y = Math.random() * 10 + 5;
  108. object.position.z = Math.random() * 20 - 10;
  109. object.userData.velocity = new THREE.Vector3();
  110. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  111. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  112. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  113. balls.add( object );
  114. }
  115. // model
  116. var loader = new THREE.GLTFLoader();
  117. loader.load( 'models/gltf/RobotExpressive/RobotExpressive.glb', function( gltf ) {
  118. var model = gltf.scene;
  119. var animations = gltf.animations;
  120. scene.add( model );
  121. var mixer = new THREE.AnimationMixer( model );
  122. mixer.clipAction( animations[ 10 ] ).play();
  123. mixers.push( mixer );
  124. animate();
  125. }, undefined, function( e ) {
  126. console.error( e );
  127. } );
  128. var canvas = document.createElement( 'canvas' );
  129. var context = canvas.getContext( 'webgl2', { antialias: false } );
  130. renderer = new THREE.WebGLRenderer( { context: context, canvas: canvas, antialias: true, multiview: multiview } );
  131. renderer.setPixelRatio( window.devicePixelRatio );
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. renderer.gammaOutput = true;
  134. renderer.gammaFactor = 2.2;
  135. container.appendChild( renderer.domElement );
  136. console.log(renderer.multiview);
  137. //
  138. function colorize( value ) {
  139. return value ? '<b style="color:#3f3">true</b>' : '<b style="color:#f33">false</b>';
  140. }
  141. var info = document.createElement( 'div' );
  142. info.style.position = 'absolute';
  143. info.style.top = '10px';
  144. info.style.width = '100%';
  145. info.style.textAlign = 'center';
  146. container.appendChild(info);
  147. 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/>`;
  148. info.innerHTML += 'enabled: ' + colorize( renderer.multiview.isEnabled() ) + ` <a href="?num=${ numObjects }&${ multiview ? '' : 'enableMultiview' }">toggle</a>`
  149. + `<br/>available: ${ colorize( renderer.multiview.isAvailable() ) }<br/>Number of balls:
  150. ${addNumLink(200)}
  151. ${addNumLink(500)}
  152. ${addNumLink(1000)}
  153. ${addNumLink(2500)}
  154. ${addNumLink(5000)}
  155. <br/><br/>`;
  156. ms = document.createElement('div');
  157. ms.innerHTML = '';
  158. info.appendChild(ms);
  159. stats = new Stats();
  160. document.body.appendChild( stats.dom );
  161. panel = stats.addPanel( new Stats.Panel( 'renderer.render()', '#ff8', '#221' ) );
  162. stats.showPanel( 3 );
  163. window.addEventListener( 'resize', onWindowResize, false );
  164. }
  165. function onWindowResize() {
  166. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  167. var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
  168. var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
  169. camera.aspect = ASPECT_RATIO;
  170. camera.updateProjectionMatrix();
  171. for ( var y = 0; y < AMOUNT; y ++ ) {
  172. for ( var x = 0; x < AMOUNT; x ++ ) {
  173. var subcamera = camera.cameras[ AMOUNT * y + x ];
  174. subcamera.viewport.set(
  175. Math.floor( x * WIDTH ),
  176. Math.floor( y * HEIGHT ),
  177. Math.ceil( WIDTH ),
  178. Math.ceil( HEIGHT ) );
  179. subcamera.aspect = ASPECT_RATIO;
  180. subcamera.updateProjectionMatrix();
  181. }
  182. }
  183. renderer.setSize( window.innerWidth, window.innerHeight );
  184. }
  185. //
  186. function animate() {
  187. requestAnimationFrame( animate );
  188. var delta = clock.getDelta();
  189. var time = clock.getElapsedTime();
  190. for ( var i = 0, il = mixers.length; i < il; i ++ ) {
  191. mixers[ i ].update( delta );
  192. }
  193. // Update camera animations
  194. cameras[ 0 ].position.y += Math.sin( time * 2 ) * 0.02;
  195. cameras[ 0 ].updateMatrixWorld();
  196. cameras[ 1 ].position.z += Math.sin( time ) * 0.1;
  197. cameras[ 1 ].updateMatrixWorld();
  198. cameras[ 3 ].position.x = Math.sin( time ) * Math.PI;
  199. cameras[ 3 ].position.z = Math.cos( time ) * Math.PI;
  200. cameras[ 3 ].lookAt( 0, 2, 0 );
  201. cameras[ 3 ].updateMatrixWorld();
  202. // delta *=1000;
  203. delta *= 0.5;
  204. // Update balls
  205. for ( var i = 0; i < balls.children.length; i ++ ) {
  206. var object = balls.children[ i ];
  207. object.position.y += object.userData.velocity.y * delta;
  208. // keep objects inside room
  209. if ( object.position.y < radius || object.position.y > 15 ) {
  210. object.position.y = Math.max( object.position.y, radius );
  211. object.userData.velocity.y = - object.userData.velocity.y * 0.8;
  212. }
  213. object.userData.velocity.y -= 9.8 * delta;
  214. }
  215. //
  216. var t = performance.now();
  217. renderer.render( scene, camera );
  218. var trender = performance.now() - t;
  219. ms.innerHTML = `renderer.render time: ${ trender.toFixed( 2 ) }ms`;
  220. panel.update(performance.now() - t, 460);
  221. stats.update();
  222. }
  223. </script>
  224. </body>
  225. </html>