webgl_multiple_renderers.html 6.2 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/WebGL.js"></script>
  31. <script src="js/libs/stats.min.js"></script>
  32. <script>
  33. if ( WEBGL.isWebGLAvailable() === false ) {
  34. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  35. }
  36. var camera, scene, renderer1, renderer2;
  37. var mesh1, mesh2, mesh3;
  38. var color = new THREE.Color();
  39. init();
  40. animate();
  41. function init() {
  42. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );
  43. scene = new THREE.Scene();
  44. scene.background = new THREE.Color( 0xffffff );
  45. var light = new THREE.DirectionalLight( 0xffffff );
  46. light.position.set( 0, 0, 1 );
  47. scene.add( light );
  48. var light = new THREE.DirectionalLight( 0xffff00, 0.75 );
  49. light.position.set( 0, 0, - 1 );
  50. scene.add( light );
  51. // shadow
  52. var canvas = document.createElement( 'canvas' );
  53. canvas.width = 128;
  54. canvas.height = 128;
  55. var context = canvas.getContext( '2d' );
  56. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  57. gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
  58. gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
  59. context.fillStyle = gradient;
  60. context.fillRect( 0, 0, canvas.width, canvas.height );
  61. var shadowTexture = new THREE.CanvasTexture( canvas );
  62. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
  63. var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
  64. var shadowMesh;
  65. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  66. shadowMesh.position.y = - 250;
  67. shadowMesh.rotation.x = - Math.PI / 2;
  68. scene.add( shadowMesh );
  69. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  70. shadowMesh.position.x = - 400;
  71. shadowMesh.position.y = - 250;
  72. shadowMesh.rotation.x = - Math.PI / 2;
  73. scene.add( shadowMesh );
  74. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  75. shadowMesh.position.x = 400;
  76. shadowMesh.position.y = - 250;
  77. shadowMesh.rotation.x = - Math.PI / 2;
  78. scene.add( shadowMesh );
  79. var radius = 200;
  80. var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
  81. var count = geometry1.attributes.position.count;
  82. geometry1.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
  83. var geometry2 = geometry1.clone();
  84. var geometry3 = geometry1.clone();
  85. var positions1 = geometry1.attributes.position;
  86. var positions2 = geometry2.attributes.position;
  87. var positions3 = geometry3.attributes.position;
  88. var colors1 = geometry1.attributes.color;
  89. var colors2 = geometry2.attributes.color;
  90. var colors3 = geometry3.attributes.color;
  91. for ( var i = 0; i < count; i ++ ) {
  92. color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
  93. colors1.setXYZ( i, color.r, color.g, color.b );
  94. color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
  95. colors2.setXYZ( i, color.r, color.g, color.b );
  96. color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0 );
  97. colors3.setXYZ( i, color.r, color.g, color.b );
  98. }
  99. var material = new THREE.MeshPhongMaterial( {
  100. color: 0xffffff,
  101. flatShading: true,
  102. vertexColors: THREE.VertexColors,
  103. shininess: 0
  104. } );
  105. var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
  106. mesh1 = new THREE.Mesh( geometry1, material );
  107. mesh1.position.x = - 400;
  108. mesh1.rotation.x = - 1.87;
  109. scene.add( mesh1 );
  110. var wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
  111. mesh1.add( wireframe );
  112. mesh2 = new THREE.Mesh( geometry2, material );
  113. mesh2.position.x = 400;
  114. scene.add( mesh2 );
  115. var wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
  116. mesh2.add( wireframe );
  117. mesh3 = new THREE.Mesh( geometry3, material );
  118. scene.add( mesh3 );
  119. var wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
  120. mesh3.add( wireframe );
  121. //
  122. renderer1 = new THREE.WebGLRenderer( { antialias: true } );
  123. renderer1.setPixelRatio( window.devicePixelRatio );
  124. renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
  125. document.body.appendChild( renderer1.domElement );
  126. renderer2 = new THREE.WebGLRenderer();
  127. renderer2.setPixelRatio( window.devicePixelRatio );
  128. renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
  129. document.body.appendChild( renderer2.domElement );
  130. }
  131. function animate() {
  132. requestAnimationFrame( animate );
  133. // update scene
  134. mesh1.rotation.z += Math.PI / 500;
  135. mesh2.rotation.z += Math.PI / 500;
  136. mesh3.rotation.z += Math.PI / 500;
  137. var position = new THREE.Vector3();
  138. var color = new THREE.Color();
  139. var time = performance.now() / 500;
  140. var positions = mesh3.geometry.attributes.position;
  141. var colors = mesh3.geometry.attributes.color;
  142. for ( var i = 0, l = positions.count; i < l; i ++ ) {
  143. position.fromArray( positions.array, i * 3 );
  144. color.setRGB( 1, Math.sin( time + position.x ), Math.cos( time * 2.123 + position.x ) );
  145. colors.setXYZ( i, color.r, color.g, color.b );
  146. }
  147. colors.needsUpdate = true;
  148. //
  149. var time = performance.now() / 2000;
  150. camera.position.x = Math.sin( time ) * 1800;
  151. camera.position.z = Math.cos( time ) * 1800;
  152. camera.lookAt( scene.position );
  153. renderer1.render( scene, camera );
  154. renderer2.render( scene, camera );
  155. }
  156. </script>
  157. </body>
  158. </html>