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