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webgl_multiple_views.html 7.9 KB

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  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. <style>
  8. body {
  9. color: #000;
  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="container"></div>
  29. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - multiple views - webgl</div>
  30. <script src="../build/three.min.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  35. var container, stats;
  36. var views, scene, renderer;
  37. var mesh, group1, group2, group3, light;
  38. var mouseX = 0, mouseY = 0;
  39. var windowWidth, windowHeight;
  40. var dpr = window.devicePixelRatio || 1;
  41. var views = [
  42. {
  43. left: 0,
  44. bottom: 0,
  45. width: 0.5,
  46. height: 1.0,
  47. background: new THREE.Color().setRGB( 0.5, 0.5, 0.7 ),
  48. eye: [ 0, 300, 1800 ],
  49. up: [ 0, 1, 0 ],
  50. fov: 30,
  51. updateCamera: function ( camera, scene, mouseX, mouseY ) {
  52. camera.position.x += mouseX * 0.05;
  53. camera.position.x = Math.max( Math.min( camera.position.x, 2000 ), -2000 );
  54. camera.lookAt( scene.position );
  55. }
  56. },
  57. {
  58. left: 0.5,
  59. bottom: 0,
  60. width: 0.5,
  61. height: 0.5,
  62. background: new THREE.Color().setRGB( 0.7, 0.5, 0.5 ),
  63. eye: [ 0, 1800, 0 ],
  64. up: [ 0, 0, 1 ],
  65. fov: 45,
  66. updateCamera: function ( camera, scene, mouseX, mouseY ) {
  67. camera.position.x -= mouseX * 0.05;
  68. camera.position.x = Math.max( Math.min( camera.position.x, 2000 ), -2000 );
  69. camera.lookAt( camera.position.clone().setY( 0 ) );
  70. }
  71. },
  72. {
  73. left: 0.5,
  74. bottom: 0.5,
  75. width: 0.5,
  76. height: 0.5,
  77. background: new THREE.Color().setRGB( 0.5, 0.7, 0.7 ),
  78. eye: [ 1400, 800, 1400 ],
  79. up: [ 0, 1, 0 ],
  80. fov: 60,
  81. updateCamera: function ( camera, scene, mouseX, mouseY ) {
  82. camera.position.y -= mouseX * 0.05;
  83. camera.position.y = Math.max( Math.min( camera.position.y, 1600 ), -1600 );
  84. camera.lookAt( scene.position );
  85. }
  86. }
  87. ];
  88. init();
  89. animate();
  90. function init() {
  91. container = document.getElementById( 'container' );
  92. for (var ii = 0; ii < views.length; ++ii ) {
  93. var view = views[ii];
  94. camera = new THREE.PerspectiveCamera( view.fov, window.innerWidth / window.innerHeight, 1, 10000 );
  95. camera.position.x = view.eye[ 0 ];
  96. camera.position.y = view.eye[ 1 ];
  97. camera.position.z = view.eye[ 2 ];
  98. camera.up.x = view.up[ 0 ];
  99. camera.up.y = view.up[ 1 ];
  100. camera.up.z = view.up[ 2 ];
  101. view.camera = camera;
  102. }
  103. scene = new THREE.Scene();
  104. light = new THREE.DirectionalLight( 0xffffff );
  105. light.position.set( 0, 0, 1 );
  106. scene.add( light );
  107. // shadow
  108. var canvas = document.createElement( 'canvas' );
  109. canvas.width = 128;
  110. canvas.height = 128;
  111. var context = canvas.getContext( '2d' );
  112. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  113. gradient.addColorStop( 0.1, 'rgba(0,0,0,0.15)' );
  114. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  115. context.fillStyle = gradient;
  116. context.fillRect( 0, 0, canvas.width, canvas.height );
  117. var shadowTexture = new THREE.Texture( canvas );
  118. shadowTexture.needsUpdate = true;
  119. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture, transparent: true } );
  120. var shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
  121. mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  122. mesh.position.y = - 250;
  123. mesh.rotation.x = - Math. PI / 2;
  124. scene.add( mesh );
  125. mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  126. mesh.position.x = - 400;
  127. mesh.position.y = - 250;
  128. mesh.rotation.x = - Math. PI / 2;
  129. scene.add( mesh );
  130. mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  131. mesh.position.x = 400;
  132. mesh.position.y = - 250;
  133. mesh.rotation.x = - Math. PI / 2;
  134. scene.add( mesh );
  135. var faceIndices = [ 'a', 'b', 'c', 'd' ];
  136. var color, f, f2, f3, p, n, vertexIndex,
  137. radius = 200,
  138. geometry = new THREE.IcosahedronGeometry( radius, 1 ),
  139. geometry2 = new THREE.IcosahedronGeometry( radius, 1 ),
  140. geometry3 = new THREE.IcosahedronGeometry( radius, 1 );
  141. for ( var i = 0; i < geometry.faces.length; i ++ ) {
  142. f = geometry.faces[ i ];
  143. f2 = geometry2.faces[ i ];
  144. f3 = geometry3.faces[ i ];
  145. n = ( f instanceof THREE.Face3 ) ? 3 : 4;
  146. for( var j = 0; j < n; j++ ) {
  147. vertexIndex = f[ faceIndices[ j ] ];
  148. p = geometry.vertices[ vertexIndex ];
  149. color = new THREE.Color( 0xffffff );
  150. color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
  151. f.vertexColors[ j ] = color;
  152. color = new THREE.Color( 0xffffff );
  153. color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
  154. f2.vertexColors[ j ] = color;
  155. color = new THREE.Color( 0xffffff );
  156. color.setHSL( 0.125 * vertexIndex/geometry.vertices.length, 1.0, 0.5 );
  157. f3.vertexColors[ j ] = color;
  158. }
  159. }
  160. var materials = [
  161. new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
  162. new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true, transparent: true } )
  163. ];
  164. group1 = THREE.SceneUtils.createMultiMaterialObject( geometry, materials );
  165. group1.position.x = -400;
  166. group1.rotation.x = -1.87;
  167. scene.add( group1 );
  168. group2 = THREE.SceneUtils.createMultiMaterialObject( geometry2, materials );
  169. group2.position.x = 400;
  170. group2.rotation.x = 0;
  171. scene.add( group2 );
  172. group3 = THREE.SceneUtils.createMultiMaterialObject( geometry3, materials );
  173. group3.position.x = 0;
  174. group3.rotation.x = 0;
  175. scene.add( group3 );
  176. renderer = new THREE.WebGLRenderer( { antialias: true } );
  177. renderer.setSize( window.innerWidth, window.innerHeight );
  178. container.appendChild( renderer.domElement );
  179. stats = new Stats();
  180. stats.domElement.style.position = 'absolute';
  181. stats.domElement.style.top = '0px';
  182. container.appendChild( stats.domElement );
  183. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  184. }
  185. function onDocumentMouseMove( event ) {
  186. mouseX = ( event.clientX - windowWidth / 2 );
  187. mouseY = ( event.clientY - windowHeight / 2 );
  188. }
  189. function updateSize() {
  190. if ( windowWidth != window.innerWidth || windowHeight != window.innerHeight ) {
  191. windowWidth = window.innerWidth;
  192. windowHeight = window.innerHeight;
  193. renderer.setSize ( windowWidth, windowHeight );
  194. }
  195. }
  196. function animate() {
  197. render();
  198. stats.update();
  199. requestAnimationFrame( animate );
  200. }
  201. function render() {
  202. updateSize();
  203. for ( var ii = 0; ii < views.length; ++ii ) {
  204. view = views[ii];
  205. camera = view.camera;
  206. view.updateCamera( camera, scene, mouseX, mouseY );
  207. // multiply by the device pixel ratio in order to properly support high DPI displays
  208. var left = Math.floor( windowWidth * view.left ) * dpr;
  209. var bottom = Math.floor( windowHeight * view.bottom ) * dpr;
  210. var width = Math.floor( windowWidth * view.width ) * dpr;
  211. var height = Math.floor( windowHeight * view.height ) * dpr;
  212. renderer.setViewport( left, bottom, width, height );
  213. renderer.setScissor( left, bottom, width, height );
  214. renderer.enableScissorTest ( true );
  215. renderer.setClearColor( view.background );
  216. camera.aspect = width / height;
  217. camera.updateProjectionMatrix();
  218. renderer.render( scene, camera );
  219. }
  220. }
  221. </script>
  222. </body>
  223. </html>