webgl_multiple_renderers.html 5.8 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 mesh1, mesh2, mesh3;
  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 shadowMesh;
  62. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  63. shadowMesh.position.y = - 250;
  64. shadowMesh.rotation.x = - Math.PI / 2;
  65. scene.add( shadowMesh );
  66. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  67. shadowMesh.position.x = - 400;
  68. shadowMesh.position.y = - 250;
  69. shadowMesh.rotation.x = - Math.PI / 2;
  70. scene.add( shadowMesh );
  71. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  72. shadowMesh.position.x = 400;
  73. shadowMesh.position.y = - 250;
  74. shadowMesh.rotation.x = - Math.PI / 2;
  75. scene.add( shadowMesh );
  76. var faceIndices = [ 'a', 'b', 'c' ];
  77. var color, f1, f2, f3, p, vertexIndex,
  78. radius = 200,
  79. geometry1 = new THREE.IcosahedronGeometry( radius, 1 ),
  80. geometry2 = new THREE.IcosahedronGeometry( radius, 1 ),
  81. geometry3 = new THREE.IcosahedronGeometry( radius, 1 );
  82. for ( var i = 0; i < geometry1.faces.length; i ++ ) {
  83. f1 = geometry1.faces[ i ];
  84. f2 = geometry2.faces[ i ];
  85. f3 = geometry3.faces[ i ];
  86. for( var j = 0; j < 3; j ++ ) {
  87. vertexIndex = f1[ faceIndices[ j ] ];
  88. p = geometry1.vertices[ vertexIndex ];
  89. color = new THREE.Color( 0xffffff );
  90. color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
  91. f1.vertexColors[ j ] = color;
  92. color = new THREE.Color( 0xffffff );
  93. color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
  94. f2.vertexColors[ j ] = color;
  95. color = new THREE.Color( 0xffffff );
  96. color.setHSL( 0.125 * vertexIndex / geometry1.vertices.length, 1.0, 0.5 );
  97. f3.vertexColors[ j ] = color;
  98. }
  99. }
  100. var wireframe;
  101. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors, shininess: 0 } );
  102. var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
  103. mesh1 = new THREE.Mesh( geometry1, material );
  104. wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
  105. mesh1.add( wireframe );
  106. mesh1.position.x = - 400;
  107. mesh1.rotation.x = - 1.87;
  108. scene.add( mesh1 );
  109. mesh2 = new THREE.Mesh( geometry2, material );
  110. wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
  111. mesh2.add( wireframe );
  112. mesh2.position.x = 400;
  113. scene.add( mesh2 );
  114. mesh3 = new THREE.Mesh( geometry3, material );
  115. wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
  116. mesh3.add( wireframe );
  117. scene.add( mesh3 );
  118. //
  119. renderer1 = new THREE.WebGLRenderer( { antialias: true } );
  120. renderer1.setPixelRatio( window.devicePixelRatio );
  121. renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
  122. document.body.appendChild( renderer1.domElement );
  123. renderer2 = new THREE.WebGLRenderer();
  124. renderer2.setPixelRatio( window.devicePixelRatio );
  125. renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
  126. document.body.appendChild( renderer2.domElement );
  127. }
  128. function animate() {
  129. requestAnimationFrame( animate );
  130. // update scene
  131. mesh1.rotation.z += Math.PI / 500;
  132. mesh2.rotation.z += Math.PI / 500;
  133. mesh3.rotation.z += Math.PI / 500;
  134. var geometry = mesh3.geometry;
  135. for ( var i = 0; i < geometry.faces.length; i ++ ) {
  136. var f = geometry.faces[ i ];
  137. for ( var j = 0; j < 3; j ++ ) {
  138. var color = f.vertexColors[ j ];
  139. color.setHex( ( color.getHex() + 0xfdfdfd ) % 0xffffff );
  140. }
  141. }
  142. geometry.colorsNeedUpdate = true;
  143. //
  144. var time = performance.now() / 2000;
  145. camera.position.x = Math.sin( time ) * 1800;
  146. camera.position.z = Math.cos( time ) * 1800;
  147. camera.lookAt( scene.position );
  148. renderer1.render( scene, camera );
  149. renderer2.render( scene, camera );
  150. }
  151. </script>
  152. </body>
  153. </html>