webgl_multiple_renderers.html 5.6 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">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 group1, group2, group3;
  36. init();
  37. animate();
  38. function init() {
  39. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );
  40. scene = new THREE.Scene();
  41. var light = new THREE.DirectionalLight( 0xffffff );
  42. light.position.set( 0, 0, 1 );
  43. scene.add( light );
  44. var light = new THREE.DirectionalLight( 0xffff00, 0.75 );
  45. light.position.set( 0, 0, - 1 );
  46. scene.add( light );
  47. // shadow
  48. var canvas = document.createElement( 'canvas' );
  49. canvas.width = 128;
  50. canvas.height = 128;
  51. var context = canvas.getContext( '2d' );
  52. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  53. gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
  54. gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
  55. context.fillStyle = gradient;
  56. context.fillRect( 0, 0, canvas.width, canvas.height );
  57. var shadowTexture = new THREE.CanvasTexture( canvas );
  58. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
  59. var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
  60. var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  61. mesh.position.y = - 250;
  62. mesh.rotation.x = - Math.PI / 2;
  63. scene.add( mesh );
  64. var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  65. mesh.position.x = - 400;
  66. mesh.position.y = - 250;
  67. mesh.rotation.x = - Math.PI / 2;
  68. scene.add( mesh );
  69. var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  70. mesh.position.x = 400;
  71. mesh.position.y = - 250;
  72. mesh.rotation.x = - Math.PI / 2;
  73. scene.add( mesh );
  74. var faceIndices = [ 'a', 'b', 'c' ];
  75. var color, f1, f2, f3, p, vertexIndex,
  76. radius = 200,
  77. geometry1 = new THREE.IcosahedronGeometry( radius, 1 ),
  78. geometry2 = new THREE.IcosahedronGeometry( radius, 1 ),
  79. geometry3 = new THREE.IcosahedronGeometry( radius, 1 );
  80. for ( var i = 0; i < geometry1.faces.length; i ++ ) {
  81. f1 = geometry1.faces[ i ];
  82. f2 = geometry2.faces[ i ];
  83. f3 = geometry3.faces[ i ];
  84. for( var j = 0; j < 3; j ++ ) {
  85. vertexIndex = f1[ faceIndices[ j ] ];
  86. p = geometry1.vertices[ vertexIndex ];
  87. color = new THREE.Color( 0xffffff );
  88. color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
  89. f1.vertexColors[ j ] = color;
  90. color = new THREE.Color( 0xffffff );
  91. color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
  92. f2.vertexColors[ j ] = color;
  93. color = new THREE.Color( 0xffffff );
  94. color.setHSL( 0.125 * vertexIndex / geometry1.vertices.length, 1.0, 0.5 );
  95. f3.vertexColors[ j ] = color;
  96. }
  97. }
  98. var materials = [
  99. new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors, shininess: 0 } ),
  100. new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true, transparent: true } )
  101. ];
  102. group1 = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );
  103. group1.position.x = -400;
  104. scene.add( group1 );
  105. group2 = THREE.SceneUtils.createMultiMaterialObject( geometry2, materials );
  106. group2.position.x = 400;
  107. scene.add( group2 );
  108. group3 = THREE.SceneUtils.createMultiMaterialObject( geometry3, materials );
  109. scene.add( group3 );
  110. //
  111. renderer1 = new THREE.WebGLRenderer( { antialias: true } );
  112. renderer1.setClearColor( 0xffffff );
  113. renderer1.setPixelRatio( window.devicePixelRatio );
  114. renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
  115. document.body.appendChild( renderer1.domElement );
  116. renderer2 = new THREE.WebGLRenderer( { antialias: false } );
  117. renderer2.setClearColor( 0xffffff );
  118. renderer2.setPixelRatio( window.devicePixelRatio );
  119. renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
  120. document.body.appendChild( renderer2.domElement );
  121. }
  122. function animate() {
  123. requestAnimationFrame( animate );
  124. // update scene
  125. group1.rotation.z += Math.PI / 500;
  126. group2.rotation.z += Math.PI / 500;
  127. group3.rotation.z += Math.PI / 500;
  128. var geometry = group3.children[ 0 ].geometry;
  129. for ( var i = 0; i < geometry.faces.length; i ++ ) {
  130. var f = geometry.faces[ i ];
  131. for ( var j = 0; j < 3; j ++ ) {
  132. var color = f.vertexColors[ j ];
  133. color.setHex( ( color.getHex() + 0xfdfdfd ) % 0xffffff );
  134. }
  135. }
  136. geometry.colorsNeedUpdate = true;
  137. //
  138. var time = performance.now() / 2000;
  139. camera.position.x = Math.sin( time ) * 1800;
  140. camera.position.z = Math.cos( time ) * 1800;
  141. camera.lookAt( scene.position );
  142. renderer1.render( scene, camera );
  143. renderer2.render( scene, camera );
  144. }
  145. </script>
  146. </body>
  147. </html>