webgl_multiple_canvases_circle.html 9.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>three.js webgl - multiple canvases - circle</title>
  6. <style type="text/css" media="screen">
  7. body {
  8. background-color: #555;
  9. color: white;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. margin: 0px;
  14. overflow: hidden;
  15. width: 100%;
  16. height: 100%;
  17. }
  18. #container {
  19. width: 100%;
  20. height: 700px;
  21. -webkit-perspective: 800px;
  22. -webkit-perspective-origin: 50% 225px;
  23. -moz-perspective: 800px;
  24. -moz-perspective-origin: 50% 225px;
  25. perspective: 800px;
  26. perspective-origin: 50% 225px;
  27. }
  28. #stage {
  29. width: 100%;
  30. height: 100%;
  31. -webkit-transform-style: preserve-3d;
  32. -moz-transform-style: preserve-3d;
  33. transform-style: preserve-3d;
  34. }
  35. #shape {
  36. position: relative;
  37. top: 160px;
  38. margin: 0 auto;
  39. height: 200px;
  40. width: 200px;
  41. -webkit-transform: translateZ(-0px);
  42. -webkit-transform-style: preserve-3d;
  43. -moz-transform: translateZ(-0px);
  44. -moz-transform-style: preserve-3d;
  45. transform: translateZ(-0px);
  46. transform-style: preserve-3d;
  47. }
  48. .ring {
  49. position: absolute;
  50. height: 300px;
  51. width: 200px;
  52. text-align: center;
  53. font-family: Times, serif;
  54. font-size: 124pt;
  55. color: black;
  56. background-color: #fff;
  57. }
  58. #shape {
  59. border: 0px;
  60. background-color: rgba(255, 255, 255, 0);
  61. }
  62. .ring > .r1 {
  63. -webkit-transform: rotateY(300deg) translateZ(-380px);
  64. -moz-transform: rotateY(300deg) translateZ(-380px);
  65. transform: rotateY(300deg) translateZ(-380px);
  66. }
  67. .ring > .r2 {
  68. -webkit-transform: rotateY(330deg) translateZ(-380px);
  69. -moz-transform: rotateY(330deg) translateZ(-380px);
  70. transform: rotateY(330deg) translateZ(-380px);
  71. }
  72. .ring > .r3 {
  73. -webkit-transform: rotateY(0deg) translateZ(-380px);
  74. -moz-transform: rotateY(0deg) translateZ(-380px);
  75. transform: rotateY(0deg) translateZ(-380px);
  76. }
  77. .ring > .r4 {
  78. -webkit-transform: rotateY(30deg) translateZ(-380px);
  79. -moz-transform: rotateY(30deg) translateZ(-380px);
  80. transform: rotateY(30deg) translateZ(-380px);
  81. }
  82. .ring > .r5 {
  83. -webkit-transform: rotateY(60deg) translateZ(-380px);
  84. -moz-transform: rotateY(60deg) translateZ(-380px);
  85. transform: rotateY(60deg) translateZ(-380px);
  86. }
  87. #info {
  88. position: absolute;
  89. top: 0px; width: 100%;
  90. padding: 5px;
  91. }
  92. #help {
  93. position: absolute;
  94. top: 50px; width: 100%;
  95. text-align: center;
  96. }
  97. #help>div {
  98. margin: auto;
  99. padding: 1em;
  100. background-color: rgba(0,0,0,0.3);
  101. width: 50%;
  102. }
  103. </style>
  104. </head>
  105. <body>
  106. <div id="container">
  107. <div id="stage">
  108. <div id="shape" class="ring backfaces">
  109. <div id="container1" class="ring r1"></div>
  110. <div id="container2" class="ring r2"></div>
  111. <div id="container3" class="ring r3"></div>
  112. <div id="container4" class="ring r4"></div>
  113. <div id="container5" class="ring r5"></div>
  114. </div>
  115. </div>
  116. </div>
  117. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - multiple canvases - circle</div>
  118. <div id="help" gstyle="display: none">
  119. <div>
  120. This example is shows how to setup multi-monitor displays like <a href="http://code.google.com/p/liquid-galaxy/">Google's Liquid Galaxy using three.js</a>.
  121. Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.<br/>
  122. Note: 3d css support required! Use Chrome, Safari or Firefox 10
  123. </div>
  124. </div>
  125. <script type="text/javascript" src="../build/three.min.js"></script>
  126. <script type="text/javascript" src="js/Detector.js"></script>
  127. <script type="text/javascript">
  128. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  129. var apps = [];
  130. init();
  131. animate();
  132. function init() {
  133. function degToRad( d ) {
  134. return d * Math.PI / 180;
  135. }
  136. var rot = degToRad( 30 );
  137. var fudge = 0.45; // I don't know why this is needed :-(
  138. apps.push( new App( 'container1', rot * -2 * fudge ) );
  139. apps.push( new App( 'container2', rot * -1 * fudge ) );
  140. apps.push( new App( 'container3', rot * 0 * fudge ) );
  141. apps.push( new App( 'container4', rot * 1 * fudge ) );
  142. apps.push( new App( 'container5', rot * 2 * fudge ) );
  143. }
  144. function animate() {
  145. for ( var i = 0; i < apps.length; ++ i ) {
  146. apps[ i ].animate();
  147. }
  148. requestAnimationFrame( animate );
  149. }
  150. function App( containerId, rotateY ) {
  151. var container;
  152. var virtualCamera, camera, scene, renderer;
  153. var mesh1, light;
  154. var mouseX = 0, mouseY = 0;
  155. var cameraZ = 1800;
  156. var windowHalfX = window.innerWidth / 2;
  157. var windowHalfY = window.innerHeight / 2;
  158. init();
  159. function init() {
  160. container = document.getElementById( containerId );
  161. camera = new THREE.PerspectiveCamera( 20, container.clientWidth / container.clientHeight, 1, 20000 );
  162. camera.rotation.y = rotateY;
  163. // Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
  164. // You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
  165. virtualCamera = new THREE.Camera();
  166. virtualCamera.add( camera );
  167. virtualCamera.position.z = cameraZ;
  168. scene = new THREE.Scene();
  169. scene.add( virtualCamera );
  170. light = new THREE.DirectionalLight( 0xffffff );
  171. light.position.set( 0, 0, 1 ).normalize();
  172. scene.add( light );
  173. var noof_balls = 51;
  174. // shadow
  175. var canvas = document.createElement( 'canvas' );
  176. canvas.width = 128;
  177. canvas.height = 128;
  178. var context = canvas.getContext( '2d' );
  179. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  180. gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
  181. gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
  182. context.fillStyle = gradient;
  183. context.fillRect( 0, 0, canvas.width, canvas.height );
  184. var shadowTexture = new THREE.Texture( canvas );
  185. shadowTexture.needsUpdate = true;
  186. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
  187. var shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
  188. for ( var i = 0; i < noof_balls; i ++ ) { // create shadows
  189. var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  190. mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i * 400;
  191. mesh.position.y = - 250;
  192. mesh.rotation.x = - Math.PI / 2;
  193. scene.add( mesh );
  194. }
  195. var faceIndices = [ 'a', 'b', 'c', 'd' ];
  196. var color, f1, p, n, vertexIndex,
  197. radius = 200,
  198. geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
  199. for ( var i = 0; i < geometry1.faces.length; i ++ ) {
  200. f1 = geometry1.faces[ i ];
  201. n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
  202. for( var j = 0; j < n; j ++ ) {
  203. vertexIndex = f1[ faceIndices[ j ] ];
  204. p = geometry1.vertices[ vertexIndex ];
  205. color = new THREE.Color( 0xffffff );
  206. color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
  207. f1.vertexColors[ j ] = color;
  208. color = new THREE.Color( 0xffffff );
  209. color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
  210. }
  211. }
  212. var materials = [
  213. new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
  214. new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )
  215. ];
  216. for ( var i = 0; i < noof_balls; i ++ ) { // create balls
  217. var mesh = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );
  218. mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i *400;
  219. mesh.rotation.x = i * 0.5;
  220. scene.add( mesh );
  221. }
  222. renderer = new THREE.WebGLRenderer( { antialias: true } );
  223. renderer.setClearColor( 0xffffff );
  224. renderer.setSize( container.clientWidth, container.clientHeight );
  225. container.appendChild( renderer.domElement );
  226. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  227. document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
  228. }
  229. function onDocumentMouseMove ( event ) {
  230. mouseX = ( event.clientX - windowHalfX );
  231. mouseY = ( event.clientY - windowHalfY );
  232. }
  233. function onDocumentMouseWheel ( event ) {
  234. var delta = 0;
  235. if ( event.wheelDelta ) {
  236. delta = event.wheelDelta / 120;
  237. if ( window.opera ) delta = -delta;
  238. } else if ( event.detail ) {
  239. delta = -event.detail / 3;
  240. }
  241. if ( delta ) {
  242. if ( delta < 0 ) {
  243. cameraZ -= 200;
  244. } else {
  245. cameraZ += 200;
  246. }
  247. }
  248. }
  249. this.animate = function() {
  250. render();
  251. };
  252. function render() {
  253. virtualCamera.position.x = -mouseX * 4;
  254. virtualCamera.position.y = -mouseY * 4;
  255. virtualCamera.position.z = cameraZ;
  256. virtualCamera.lookAt( scene.position );
  257. renderer.render( scene, camera );
  258. }
  259. }
  260. </script>
  261. </body>
  262. </html>