webgl_multiple_views_multiview.html 7.6 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. <div id="info">
  40. <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/>
  41. <span id="options"></span>
  42. </div>
  43. <script src="../build/three.js"></script>
  44. <script src="js/loaders/GLTFLoader.js"></script>
  45. <script src="js/libs/stats.min.js"></script>
  46. <script>
  47. var container, clock, stats;
  48. var camera, scene, renderer, panel, balls;
  49. var radius = 0.08;
  50. var AMOUNT = 2;
  51. var mixers = [];
  52. var cameras = [];
  53. init();
  54. function addNumLink( value ) {
  55. return `<a href="?num=${ value }">${ value }</a>`;
  56. }
  57. function init() {
  58. const urlParams = new URLSearchParams(window.location.search);
  59. container = document.getElementById('container');
  60. var options = document.getElementById('options');
  61. options.innerHTML =`Number of balls:
  62. ${addNumLink(200)}
  63. ${addNumLink(500)}
  64. ${addNumLink(1000)}
  65. ${addNumLink(2500)}
  66. ${addNumLink(5000)}`;
  67. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  68. var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
  69. var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
  70. for ( var y = 0; y < AMOUNT; y ++ ) {
  71. for ( var x = 0; x < AMOUNT; x ++ ) {
  72. var subcamera = new THREE.PerspectiveCamera( 40 + (x + y) * 20, ASPECT_RATIO, 0.25, 100 );
  73. subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
  74. subcamera.position.x = ( x / AMOUNT ) * 5 - 0.5;
  75. subcamera.position.y = ( y / AMOUNT ) * 5 + 1;
  76. subcamera.position.z = 6;
  77. subcamera.position.multiplyScalar( 1.5 );
  78. subcamera.lookAt( 0, 2, 0 );
  79. subcamera.updateMatrixWorld();
  80. cameras.push( subcamera );
  81. }
  82. }
  83. camera = new THREE.ArrayCamera( cameras );
  84. // Needed to do the frustum culling
  85. camera.fov = 180;
  86. camera.position.set(0, 0, 6);
  87. camera.aspect = ASPECT_RATIO;
  88. camera.updateProjectionMatrix();
  89. //
  90. scene = new THREE.Scene();
  91. scene.background = new THREE.Color( 0xe0e0e0 );
  92. scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
  93. clock = new THREE.Clock();
  94. // lights
  95. var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  96. light.position.set( 0, 20, 0 );
  97. scene.add( light );
  98. light = new THREE.DirectionalLight( 0xffffff );
  99. light.position.set( 0, 20, 10 );
  100. scene.add( light );
  101. // ground
  102. var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
  103. mesh.rotation.x = - Math.PI / 2;
  104. scene.add( mesh );
  105. var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 );
  106. grid.material.opacity = 0.2;
  107. grid.material.transparent = true;
  108. scene.add( grid );
  109. // balls
  110. balls = new THREE.Group();
  111. scene.add( balls );
  112. var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 );
  113. var numObjects = urlParams.get('num') || 1000;
  114. for ( var i = 0; i < numObjects; i ++ ) {
  115. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  116. object.position.x = Math.random() * 20 - 10;
  117. object.position.y = Math.random() * 10 + 5;
  118. object.position.z = Math.random() * 20 - 10;
  119. object.userData.velocity = new THREE.Vector3();
  120. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  121. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  122. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  123. balls.add( object );
  124. }
  125. // model
  126. var loader = new THREE.GLTFLoader();
  127. loader.load( 'models/gltf/RobotExpressive/RobotExpressive.glb', function( gltf ) {
  128. var model = gltf.scene;
  129. var animations = gltf.animations;
  130. scene.add( model );
  131. var mixer = new THREE.AnimationMixer( model );
  132. mixer.clipAction( animations[ 10 ] ).play();
  133. mixers.push( mixer );
  134. animate();
  135. }, undefined, function( e ) {
  136. console.error( e );
  137. } );
  138. var canvas = document.createElement( 'canvas' );
  139. var context = canvas.getContext( 'webgl2', { antialias: false } );
  140. renderer = new THREE.WebGLRenderer( { context: context, canvas: canvas, antialias: true, multiview: true } );
  141. renderer.setPixelRatio( window.devicePixelRatio );
  142. renderer.setSize( window.innerWidth, window.innerHeight );
  143. renderer.gammaOutput = true;
  144. renderer.gammaFactor = 2.2;
  145. container.appendChild( renderer.domElement );
  146. //
  147. stats = new Stats();
  148. document.body.appendChild( stats.dom );
  149. panel = stats.addPanel( new Stats.Panel( 'renderer.render()', '#ff8', '#221' ) );
  150. stats.showPanel( 3 );
  151. window.addEventListener( 'resize', onWindowResize, false );
  152. }
  153. function onWindowResize() {
  154. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  155. var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
  156. var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
  157. camera.aspect = ASPECT_RATIO;
  158. camera.updateProjectionMatrix();
  159. for ( var y = 0; y < AMOUNT; y ++ ) {
  160. for ( var x = 0; x < AMOUNT; x ++ ) {
  161. var subcamera = camera.cameras[ AMOUNT * y + x ];
  162. subcamera.viewport.set(
  163. Math.floor( x * WIDTH ),
  164. Math.floor( y * HEIGHT ),
  165. Math.ceil( WIDTH ),
  166. Math.ceil( HEIGHT ) );
  167. subcamera.aspect = ASPECT_RATIO;
  168. subcamera.updateProjectionMatrix();
  169. }
  170. }
  171. renderer.setSize( window.innerWidth, window.innerHeight );
  172. }
  173. //
  174. function animate() {
  175. requestAnimationFrame( animate );
  176. var delta = clock.getDelta();
  177. var time = clock.getElapsedTime();
  178. for ( var i = 0, il = mixers.length; i < il; i ++ ) {
  179. mixers[ i ].update( delta );
  180. }
  181. // Update camera animations
  182. cameras[ 0 ].position.y += Math.sin( time * 2 ) * 0.02;
  183. cameras[ 0 ].updateMatrixWorld();
  184. cameras[ 1 ].position.z += Math.sin( time ) * 0.1;
  185. cameras[ 1 ].updateMatrixWorld();
  186. cameras[ 3 ].position.x = Math.sin( time ) * Math.PI;
  187. cameras[ 3 ].position.z = Math.cos( time ) * Math.PI;
  188. cameras[ 3 ].lookAt( 0, 2, 0 );
  189. cameras[ 3 ].updateMatrixWorld();
  190. // delta *=1000;
  191. delta *= 0.5;
  192. // Update balls
  193. for ( var i = 0; i < balls.children.length; i ++ ) {
  194. var object = balls.children[ i ];
  195. object.position.y += object.userData.velocity.y * delta;
  196. // keep objects inside room
  197. if ( object.position.y < radius || object.position.y > 15 ) {
  198. object.position.y = Math.max( object.position.y, radius );
  199. object.userData.velocity.y = - object.userData.velocity.y * 0.8;
  200. }
  201. object.userData.velocity.y -= 9.8 * delta;
  202. }
  203. //
  204. var t = performance.now();
  205. renderer.render( scene, camera );
  206. panel.update(performance.now() - t, 460);
  207. stats.update();
  208. }
  209. </script>
  210. </body>
  211. </html>