webgl_multiple_views.html 7.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - multiple views</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple views - webgl</div>
  12. <script type="module">
  13. import {
  14. BufferAttribute,
  15. CanvasTexture,
  16. Color,
  17. DirectionalLight,
  18. IcosahedronBufferGeometry,
  19. Mesh,
  20. MeshBasicMaterial,
  21. MeshPhongMaterial,
  22. PerspectiveCamera,
  23. PlaneBufferGeometry,
  24. Scene,
  25. VertexColors,
  26. WebGLRenderer,
  27. } from "../build/three.module.js";
  28. import Stats from './jsm/libs/stats.module.js';
  29. var container, stats;
  30. var views, scene, renderer;
  31. var mouseX = 0, mouseY = 0;
  32. var windowWidth, windowHeight;
  33. var views = [
  34. {
  35. left: 0,
  36. bottom: 0,
  37. width: 0.5,
  38. height: 1.0,
  39. background: new Color( 0.5, 0.5, 0.7 ),
  40. eye: [ 0, 300, 1800 ],
  41. up: [ 0, 1, 0 ],
  42. fov: 30,
  43. updateCamera: function ( camera, scene, mouseX ) {
  44. camera.position.x += mouseX * 0.05;
  45. camera.position.x = Math.max( Math.min( camera.position.x, 2000 ), - 2000 );
  46. camera.lookAt( scene.position );
  47. }
  48. },
  49. {
  50. left: 0.5,
  51. bottom: 0,
  52. width: 0.5,
  53. height: 0.5,
  54. background: new Color( 0.7, 0.5, 0.5 ),
  55. eye: [ 0, 1800, 0 ],
  56. up: [ 0, 0, 1 ],
  57. fov: 45,
  58. updateCamera: function ( camera, scene, mouseX ) {
  59. camera.position.x -= mouseX * 0.05;
  60. camera.position.x = Math.max( Math.min( camera.position.x, 2000 ), - 2000 );
  61. camera.lookAt( camera.position.clone().setY( 0 ) );
  62. }
  63. },
  64. {
  65. left: 0.5,
  66. bottom: 0.5,
  67. width: 0.5,
  68. height: 0.5,
  69. background: new Color( 0.5, 0.7, 0.7 ),
  70. eye: [ 1400, 800, 1400 ],
  71. up: [ 0, 1, 0 ],
  72. fov: 60,
  73. updateCamera: function ( camera, scene, mouseX ) {
  74. camera.position.y -= mouseX * 0.05;
  75. camera.position.y = Math.max( Math.min( camera.position.y, 1600 ), - 1600 );
  76. camera.lookAt( scene.position );
  77. }
  78. }
  79. ];
  80. init();
  81. animate();
  82. function init() {
  83. container = document.getElementById( 'container' );
  84. for ( var ii = 0; ii < views.length; ++ ii ) {
  85. var view = views[ ii ];
  86. var camera = new PerspectiveCamera( view.fov, window.innerWidth / window.innerHeight, 1, 10000 );
  87. camera.position.fromArray( view.eye );
  88. camera.up.fromArray( view.up );
  89. view.camera = camera;
  90. }
  91. scene = new Scene();
  92. var light = new DirectionalLight( 0xffffff );
  93. light.position.set( 0, 0, 1 );
  94. scene.add( light );
  95. // shadow
  96. var canvas = document.createElement( 'canvas' );
  97. canvas.width = 128;
  98. canvas.height = 128;
  99. var context = canvas.getContext( '2d' );
  100. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  101. gradient.addColorStop( 0.1, 'rgba(0,0,0,0.15)' );
  102. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  103. context.fillStyle = gradient;
  104. context.fillRect( 0, 0, canvas.width, canvas.height );
  105. var shadowTexture = new CanvasTexture( canvas );
  106. var shadowMaterial = new MeshBasicMaterial( { map: shadowTexture, transparent: true } );
  107. var shadowGeo = new PlaneBufferGeometry( 300, 300, 1, 1 );
  108. var shadowMesh;
  109. shadowMesh = new Mesh( shadowGeo, shadowMaterial );
  110. shadowMesh.position.y = - 250;
  111. shadowMesh.rotation.x = - Math.PI / 2;
  112. scene.add( shadowMesh );
  113. shadowMesh = new Mesh( shadowGeo, shadowMaterial );
  114. shadowMesh.position.x = - 400;
  115. shadowMesh.position.y = - 250;
  116. shadowMesh.rotation.x = - Math.PI / 2;
  117. scene.add( shadowMesh );
  118. shadowMesh = new Mesh( shadowGeo, shadowMaterial );
  119. shadowMesh.position.x = 400;
  120. shadowMesh.position.y = - 250;
  121. shadowMesh.rotation.x = - Math.PI / 2;
  122. scene.add( shadowMesh );
  123. var radius = 200;
  124. var geometry1 = new IcosahedronBufferGeometry( radius, 1 );
  125. var count = geometry1.attributes.position.count;
  126. geometry1.addAttribute( 'color', new BufferAttribute( new Float32Array( count * 3 ), 3 ) );
  127. var geometry2 = geometry1.clone();
  128. var geometry3 = geometry1.clone();
  129. var color = new Color();
  130. var positions1 = geometry1.attributes.position;
  131. var positions2 = geometry2.attributes.position;
  132. var positions3 = geometry3.attributes.position;
  133. var colors1 = geometry1.attributes.color;
  134. var colors2 = geometry2.attributes.color;
  135. var colors3 = geometry3.attributes.color;
  136. for ( var i = 0; i < count; i ++ ) {
  137. color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
  138. colors1.setXYZ( i, color.r, color.g, color.b );
  139. color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
  140. colors2.setXYZ( i, color.r, color.g, color.b );
  141. color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0 );
  142. colors3.setXYZ( i, color.r, color.g, color.b );
  143. }
  144. var material = new MeshPhongMaterial( {
  145. color: 0xffffff,
  146. flatShading: true,
  147. vertexColors: VertexColors,
  148. shininess: 0
  149. } );
  150. var wireframeMaterial = new MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
  151. var mesh = new Mesh( geometry1, material );
  152. var wireframe = new Mesh( geometry1, wireframeMaterial );
  153. mesh.add( wireframe );
  154. mesh.position.x = - 400;
  155. mesh.rotation.x = - 1.87;
  156. scene.add( mesh );
  157. var mesh = new Mesh( geometry2, material );
  158. var wireframe = new Mesh( geometry2, wireframeMaterial );
  159. mesh.add( wireframe );
  160. mesh.position.x = 400;
  161. scene.add( mesh );
  162. var mesh = new Mesh( geometry3, material );
  163. var wireframe = new Mesh( geometry3, wireframeMaterial );
  164. mesh.add( wireframe );
  165. scene.add( mesh );
  166. renderer = new WebGLRenderer( { antialias: true } );
  167. renderer.setPixelRatio( window.devicePixelRatio );
  168. renderer.setSize( window.innerWidth, window.innerHeight );
  169. container.appendChild( renderer.domElement );
  170. stats = new Stats();
  171. container.appendChild( stats.dom );
  172. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  173. }
  174. function onDocumentMouseMove( event ) {
  175. mouseX = ( event.clientX - windowWidth / 2 );
  176. mouseY = ( event.clientY - windowHeight / 2 );
  177. }
  178. function updateSize() {
  179. if ( windowWidth != window.innerWidth || windowHeight != window.innerHeight ) {
  180. windowWidth = window.innerWidth;
  181. windowHeight = window.innerHeight;
  182. renderer.setSize( windowWidth, windowHeight );
  183. }
  184. }
  185. function animate() {
  186. render();
  187. stats.update();
  188. requestAnimationFrame( animate );
  189. }
  190. function render() {
  191. updateSize();
  192. for ( var ii = 0; ii < views.length; ++ ii ) {
  193. var view = views[ ii ];
  194. var camera = view.camera;
  195. view.updateCamera( camera, scene, mouseX, mouseY );
  196. var left = Math.floor( windowWidth * view.left );
  197. var bottom = Math.floor( windowHeight * view.bottom );
  198. var width = Math.floor( windowWidth * view.width );
  199. var height = Math.floor( windowHeight * view.height );
  200. renderer.setViewport( left, bottom, width, height );
  201. renderer.setScissor( left, bottom, width, height );
  202. renderer.setScissorTest( true );
  203. renderer.setClearColor( view.background );
  204. camera.aspect = width / height;
  205. camera.updateProjectionMatrix();
  206. renderer.render( scene, camera );
  207. }
  208. }
  209. </script>
  210. </body>
  211. </html>