webgl_multiple_renderers.html 6.2 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/WebGL.js"></script>
  31. <script src="js/libs/stats.min.js"></script>
  32. <script>
  33. if ( WEBGL.isWebGLAvailable() === false ) {
  34. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  35. }
  36. var camera, scene, renderer1, renderer2;
  37. var mesh1, mesh2, mesh3;
  38. var color = new THREE.Color();
  39. var vec = new THREE.Vector3();
  40. init();
  41. animate();
  42. function init() {
  43. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );
  44. scene = new THREE.Scene();
  45. scene.background = new THREE.Color( 0xffffff );
  46. var light = new THREE.DirectionalLight( 0xffffff );
  47. light.position.set( 0, 0, 1 );
  48. scene.add( light );
  49. var light = new THREE.DirectionalLight( 0xffff00, 0.75 );
  50. light.position.set( 0, 0, - 1 );
  51. scene.add( light );
  52. // shadow
  53. var canvas = document.createElement( 'canvas' );
  54. canvas.width = 128;
  55. canvas.height = 128;
  56. var context = canvas.getContext( '2d' );
  57. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  58. gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
  59. gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
  60. context.fillStyle = gradient;
  61. context.fillRect( 0, 0, canvas.width, canvas.height );
  62. var shadowTexture = new THREE.CanvasTexture( canvas );
  63. var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
  64. var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
  65. var shadowMesh;
  66. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  67. shadowMesh.position.y = - 250;
  68. shadowMesh.rotation.x = - Math.PI / 2;
  69. scene.add( shadowMesh );
  70. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  71. shadowMesh.position.x = - 400;
  72. shadowMesh.position.y = - 250;
  73. shadowMesh.rotation.x = - Math.PI / 2;
  74. scene.add( shadowMesh );
  75. shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
  76. shadowMesh.position.x = 400;
  77. shadowMesh.position.y = - 250;
  78. shadowMesh.rotation.x = - Math.PI / 2;
  79. scene.add( shadowMesh );
  80. var radius = 200;
  81. var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
  82. var count = geometry1.attributes.position.count;
  83. geometry1.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
  84. var geometry2 = geometry1.clone();
  85. var geometry3 = geometry1.clone();
  86. var positions1 = geometry1.attributes.position;
  87. var positions2 = geometry2.attributes.position;
  88. var positions3 = geometry3.attributes.position;
  89. var colors1 = geometry1.attributes.color;
  90. var colors2 = geometry2.attributes.color;
  91. var colors3 = geometry3.attributes.color;
  92. for ( var i = 0; i < count; i ++ ) {
  93. color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
  94. colors1.setXYZ( i, color.r, color.g, color.b );
  95. color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
  96. colors2.setXYZ( i, color.r, color.g, color.b );
  97. color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0 );
  98. colors3.setXYZ( i, color.r, color.g, color.b );
  99. }
  100. var material = new THREE.MeshPhongMaterial( {
  101. color: 0xffffff,
  102. flatShading: true,
  103. vertexColors: THREE.VertexColors,
  104. shininess: 0
  105. } );
  106. var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
  107. mesh1 = new THREE.Mesh( geometry1, material );
  108. mesh1.position.x = - 400;
  109. mesh1.rotation.x = - 1.87;
  110. scene.add( mesh1 );
  111. var wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
  112. mesh1.add( wireframe );
  113. mesh2 = new THREE.Mesh( geometry2, material );
  114. mesh2.position.x = 400;
  115. scene.add( mesh2 );
  116. var wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
  117. mesh2.add( wireframe );
  118. mesh3 = new THREE.Mesh( geometry3, material );
  119. scene.add( mesh3 );
  120. var wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
  121. mesh3.add( wireframe );
  122. //
  123. renderer1 = new THREE.WebGLRenderer( { antialias: true } );
  124. renderer1.setPixelRatio( window.devicePixelRatio );
  125. renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
  126. document.body.appendChild( renderer1.domElement );
  127. renderer2 = new THREE.WebGLRenderer();
  128. renderer2.setPixelRatio( window.devicePixelRatio );
  129. renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
  130. document.body.appendChild( renderer2.domElement );
  131. }
  132. function animate() {
  133. requestAnimationFrame( animate );
  134. // update scene
  135. mesh1.rotation.z += Math.PI / 500;
  136. mesh2.rotation.z += Math.PI / 500;
  137. mesh3.rotation.z += Math.PI / 500;
  138. var position = new THREE.Vector3();
  139. var color = new THREE.Color();
  140. var time = performance.now() / 500;
  141. var positions = mesh3.geometry.attributes.position;
  142. var colors = mesh3.geometry.attributes.color;
  143. for ( var i = 0, l = positions.count; i < l; i ++ ) {
  144. position.fromArray( positions.array, i * 3 );
  145. color.setRGB( 1, Math.sin( time + position.x ), Math.cos( time * 2.123 + position.x ) );
  146. colors.setXYZ( i, color.r, color.g, color.b );
  147. }
  148. colors.needsUpdate = true;
  149. //
  150. var time = performance.now() / 2000;
  151. camera.position.x = Math.sin( time ) * 1800;
  152. camera.position.z = Math.cos( time ) * 1800;
  153. camera.lookAt( scene.position );
  154. renderer1.render( scene, camera );
  155. renderer2.render( scene, camera );
  156. }
  157. </script>
  158. </body>
  159. </html>