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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - multiple renderers</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #444;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple renderers</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let camera, scene, renderer1, renderer2;
let mesh1, mesh2, mesh3;
const color = new THREE.Color();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / ( window.innerHeight / 2 ), 1, 10000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
const light1 = new THREE.DirectionalLight( 0xffffff );
light1.position.set( 0, 0, 1 );
scene.add( light1 );
const light2 = new THREE.DirectionalLight( 0xffff00, 0.75 );
light2.position.set( 0, 0, - 1 );
scene.add( light2 );
// shadow
const canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
const context = canvas.getContext( '2d' );
const gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
context.fillStyle = gradient;
context.fillRect( 0, 0, canvas.width, canvas.height );
const shadowTexture = new THREE.CanvasTexture( canvas );
const shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
const shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
let shadowMesh;
shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
shadowMesh.position.y = - 250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add( shadowMesh );
shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
shadowMesh.position.x = - 400;
shadowMesh.position.y = - 250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add( shadowMesh );
shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
shadowMesh.position.x = 400;
shadowMesh.position.y = - 250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add( shadowMesh );
const radius = 200;
const geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
const count = geometry1.attributes.position.count;
geometry1.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
const geometry2 = geometry1.clone();
const geometry3 = geometry1.clone();
const positions1 = geometry1.attributes.position;
const positions2 = geometry2.attributes.position;
const positions3 = geometry3.attributes.position;
const colors1 = geometry1.attributes.color;
const colors2 = geometry2.attributes.color;
const colors3 = geometry3.attributes.color;
for ( let i = 0; i < count; i ++ ) {
color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
colors1.setXYZ( i, color.r, color.g, color.b );
color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
colors2.setXYZ( i, color.r, color.g, color.b );
color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0 );
colors3.setXYZ( i, color.r, color.g, color.b );
}
const material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
flatShading: true,
vertexColors: true,
shininess: 0
} );
const wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
mesh1 = new THREE.Mesh( geometry1, material );
mesh1.position.x = - 400;
mesh1.rotation.x = - 1.87;
scene.add( mesh1 );
const wireframe1 = new THREE.Mesh( geometry1, wireframeMaterial );
mesh1.add( wireframe1 );
mesh2 = new THREE.Mesh( geometry2, material );
mesh2.position.x = 400;
scene.add( mesh2 );
const wireframe2 = new THREE.Mesh( geometry2, wireframeMaterial );
mesh2.add( wireframe2 );
mesh3 = new THREE.Mesh( geometry3, material );
scene.add( mesh3 );
const wireframe3 = new THREE.Mesh( geometry3, wireframeMaterial );
mesh3.add( wireframe3 );
//
renderer1 = new THREE.WebGLRenderer( { antialias: true } );
renderer1.setPixelRatio( window.devicePixelRatio );
renderer1.setSize( window.innerWidth, window.innerHeight / 2 );
document.body.appendChild( renderer1.domElement );
renderer2 = new THREE.WebGLRenderer();
renderer2.setPixelRatio( window.devicePixelRatio );
renderer2.setSize( window.innerWidth, window.innerHeight / 2 );
document.body.appendChild( renderer2.domElement );
}
function animate() {
requestAnimationFrame( animate );
// update scene
mesh1.rotation.z += Math.PI / 500;
mesh2.rotation.z += Math.PI / 500;
mesh3.rotation.z += Math.PI / 500;
const position = new THREE.Vector3();
const color = new THREE.Color();
let time = performance.now() / 500;
const positions = mesh3.geometry.attributes.position;
const colors = mesh3.geometry.attributes.color;
for ( let i = 0, l = positions.count; i < l; i ++ ) {
position.fromArray( positions.array, i * 3 );
color.setRGB( 1, Math.sin( time + position.x ), Math.cos( time * 2.123 + position.x ) );
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
//
time = performance.now() / 2000;
camera.position.x = Math.sin( time ) * 1800;
camera.position.z = Math.cos( time ) * 1800;
camera.lookAt( scene.position );
renderer1.render( scene, camera );
renderer2.render( scene, camera );
}
</script>
</body>
</html>