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