webgl_multiple_views.html 7.7 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" rel="noopener">three.js</a> - multiple views - webgl</div>
  30. <script src="../build/three.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 mouseX = 0, mouseY = 0;
  38. var windowWidth, windowHeight;
  39. var views = [
  40. {
  41. left: 0,
  42. top: 0,
  43. width: 0.5,
  44. height: 1.0,
  45. background: new THREE.Color( 0.5, 0.5, 0.7 ),
  46. eye: [ 0, 300, 1800 ],
  47. up: [ 0, 1, 0 ],
  48. fov: 30,
  49. updateCamera: function ( camera, scene, mouseX, mouseY ) {
  50. camera.position.x += mouseX * 0.05;
  51. camera.position.x = Math.max( Math.min( camera.position.x, 2000 ), -2000 );
  52. camera.lookAt( scene.position );
  53. }
  54. },
  55. {
  56. left: 0.5,
  57. top: 0.5,
  58. width: 0.5,
  59. height: 0.5,
  60. background: new THREE.Color( 0.7, 0.5, 0.5 ),
  61. eye: [ 0, 1800, 0 ],
  62. up: [ 0, 0, 1 ],
  63. fov: 45,
  64. updateCamera: function ( camera, scene, mouseX, mouseY ) {
  65. camera.position.x -= mouseX * 0.05;
  66. camera.position.x = Math.max( Math.min( camera.position.x, 2000 ), -2000 );
  67. camera.lookAt( camera.position.clone().setY( 0 ) );
  68. }
  69. },
  70. {
  71. left: 0.5,
  72. top: 0,
  73. width: 0.5,
  74. height: 0.5,
  75. background: new THREE.Color( 0.5, 0.7, 0.7 ),
  76. eye: [ 1400, 800, 1400 ],
  77. up: [ 0, 1, 0 ],
  78. fov: 60,
  79. updateCamera: function ( camera, scene, mouseX, mouseY ) {
  80. camera.position.y -= mouseX * 0.05;
  81. camera.position.y = Math.max( Math.min( camera.position.y, 1600 ), -1600 );
  82. camera.lookAt( scene.position );
  83. }
  84. }
  85. ];
  86. init();
  87. animate();
  88. function init() {
  89. container = document.getElementById( 'container' );
  90. for (var ii = 0; ii < views.length; ++ii ) {
  91. var view = views[ii];
  92. var camera = new THREE.PerspectiveCamera( view.fov, window.innerWidth / window.innerHeight, 1, 10000 );
  93. camera.position.fromArray( view.eye );
  94. camera.up.fromArray( view.up );
  95. view.camera = camera;
  96. }
  97. scene = new THREE.Scene();
  98. var light = new THREE.DirectionalLight( 0xffffff );
  99. light.position.set( 0, 0, 1 );
  100. scene.add( light );
  101. // shadow
  102. var canvas = document.createElement( 'canvas' );
  103. canvas.width = 128;
  104. canvas.height = 128;
  105. var context = canvas.getContext( '2d' );
  106. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  107. gradient.addColorStop( 0.1, 'rgba(0,0,0,0.15)' );
  108. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  109. context.fillStyle = gradient;
  110. context.fillRect( 0, 0, canvas.width, canvas.height );
  111. var shadowTexture = new THREE.CanvasTexture( canvas );
  112. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture, transparent: true } );
  113. var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
  114. var shadowMesh;
  115. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  116. shadowMesh.position.y = - 250;
  117. shadowMesh.rotation.x = - Math. PI / 2;
  118. scene.add( shadowMesh );
  119. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  120. shadowMesh.position.x = - 400;
  121. shadowMesh.position.y = - 250;
  122. shadowMesh.rotation.x = - Math. PI / 2;
  123. scene.add( shadowMesh );
  124. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  125. shadowMesh.position.x = 400;
  126. shadowMesh.position.y = - 250;
  127. shadowMesh.rotation.x = - Math. PI / 2;
  128. scene.add( shadowMesh );
  129. var faceIndices = [ 'a', 'b', 'c' ];
  130. var color, f, f2, f3, p, vertexIndex,
  131. radius = 200,
  132. geometry = new THREE.IcosahedronGeometry( radius, 1 ),
  133. geometry2 = new THREE.IcosahedronGeometry( radius, 1 ),
  134. geometry3 = new THREE.IcosahedronGeometry( radius, 1 );
  135. for ( var i = 0; i < geometry.faces.length; i ++ ) {
  136. f = geometry.faces[ i ];
  137. f2 = geometry2.faces[ i ];
  138. f3 = geometry3.faces[ i ];
  139. for( var j = 0; j < 3; j++ ) {
  140. vertexIndex = f[ faceIndices[ j ] ];
  141. p = geometry.vertices[ vertexIndex ];
  142. color = new THREE.Color( 0xffffff );
  143. color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
  144. f.vertexColors[ j ] = color;
  145. color = new THREE.Color( 0xffffff );
  146. color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
  147. f2.vertexColors[ j ] = color;
  148. color = new THREE.Color( 0xffffff );
  149. color.setHSL( 0.125 * vertexIndex/geometry.vertices.length, 1.0, 0.5 );
  150. f3.vertexColors[ j ] = color;
  151. }
  152. }
  153. var mesh, wireframe;
  154. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors, shininess: 0 } );
  155. var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
  156. mesh = new THREE.Mesh( geometry, material );
  157. wireframe = new THREE.Mesh( geometry, wireframeMaterial );
  158. mesh.add( wireframe );
  159. mesh.position.x = - 400;
  160. mesh.rotation.x = - 1.87;
  161. scene.add( mesh );
  162. mesh = new THREE.Mesh( geometry2, material );
  163. wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
  164. mesh.add( wireframe );
  165. mesh.position.x = 400;
  166. scene.add( mesh );
  167. mesh = new THREE.Mesh( geometry3, material );
  168. wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
  169. mesh.add( wireframe );
  170. scene.add( mesh );
  171. renderer = new THREE.WebGLRenderer( { antialias: true } );
  172. renderer.setPixelRatio( window.devicePixelRatio );
  173. renderer.setSize( window.innerWidth, window.innerHeight );
  174. container.appendChild( renderer.domElement );
  175. stats = new Stats();
  176. container.appendChild( stats.dom );
  177. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  178. }
  179. function onDocumentMouseMove( event ) {
  180. mouseX = ( event.clientX - windowWidth / 2 );
  181. mouseY = ( event.clientY - windowHeight / 2 );
  182. }
  183. function updateSize() {
  184. if ( windowWidth != window.innerWidth || windowHeight != window.innerHeight ) {
  185. windowWidth = window.innerWidth;
  186. windowHeight = window.innerHeight;
  187. renderer.setSize ( windowWidth, windowHeight );
  188. }
  189. }
  190. function animate() {
  191. render();
  192. stats.update();
  193. requestAnimationFrame( animate );
  194. }
  195. function render() {
  196. updateSize();
  197. for ( var ii = 0; ii < views.length; ++ii ) {
  198. var view = views[ii];
  199. var camera = view.camera;
  200. view.updateCamera( camera, scene, mouseX, mouseY );
  201. var left = Math.floor( windowWidth * view.left );
  202. var top = Math.floor( windowHeight * view.top );
  203. var width = Math.floor( windowWidth * view.width );
  204. var height = Math.floor( windowHeight * view.height );
  205. renderer.setViewport( left, top, width, height );
  206. renderer.setScissor( left, top, width, height );
  207. renderer.setScissorTest( true );
  208. renderer.setClearColor( view.background );
  209. camera.aspect = width / height;
  210. camera.updateProjectionMatrix();
  211. renderer.render( scene, camera );
  212. }
  213. }
  214. </script>
  215. </body>
  216. </html>