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257 lines
8.8 KiB
257 lines
8.8 KiB
2 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 - portal</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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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="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - portal
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</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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import * as CameraUtils from 'three/addons/utils/CameraUtils.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let camera, scene, renderer;
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let cameraControls;
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let smallSphereOne, smallSphereTwo;
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let portalCamera, leftPortal, rightPortal, leftPortalTexture, reflectedPosition,
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rightPortalTexture, bottomLeftCorner, bottomRightCorner, topLeftCorner;
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init();
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animate();
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function init() {
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const container = document.getElementById( 'container' );
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// renderer
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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renderer.localClippingEnabled = true;
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// scene
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scene = new THREE.Scene();
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// camera
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 5000 );
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camera.position.set( 0, 75, 160 );
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cameraControls = new OrbitControls( camera, renderer.domElement );
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cameraControls.target.set( 0, 40, 0 );
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cameraControls.maxDistance = 400;
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cameraControls.minDistance = 10;
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cameraControls.update();
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//
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const planeGeo = new THREE.PlaneGeometry( 100.1, 100.1 );
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// bouncing icosphere
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const portalPlane = new THREE.Plane( new THREE.Vector3( 0, 0, 1 ), 0.0 );
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const geometry = new THREE.IcosahedronGeometry( 5, 0 );
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const material = new THREE.MeshPhongMaterial( {
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color: 0xffffff, emissive: 0x333333, flatShading: true,
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clippingPlanes: [ portalPlane ], clipShadows: true } );
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smallSphereOne = new THREE.Mesh( geometry, material );
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scene.add( smallSphereOne );
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smallSphereTwo = new THREE.Mesh( geometry, material );
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scene.add( smallSphereTwo );
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// portals
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portalCamera = new THREE.PerspectiveCamera( 45, 1.0, 0.1, 500.0 );
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scene.add( portalCamera );
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//frustumHelper = new THREE.CameraHelper( portalCamera );
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//scene.add( frustumHelper );
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bottomLeftCorner = new THREE.Vector3();
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bottomRightCorner = new THREE.Vector3();
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topLeftCorner = new THREE.Vector3();
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reflectedPosition = new THREE.Vector3();
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leftPortalTexture = new THREE.WebGLRenderTarget( 256, 256 );
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leftPortal = new THREE.Mesh( planeGeo, new THREE.MeshBasicMaterial( { map: leftPortalTexture.texture } ) );
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leftPortal.position.x = - 30;
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leftPortal.position.y = 20;
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leftPortal.scale.set( 0.35, 0.35, 0.35 );
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scene.add( leftPortal );
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rightPortalTexture = new THREE.WebGLRenderTarget( 256, 256 );
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rightPortal = new THREE.Mesh( planeGeo, new THREE.MeshBasicMaterial( { map: rightPortalTexture.texture } ) );
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rightPortal.position.x = 30;
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rightPortal.position.y = 20;
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rightPortal.scale.set( 0.35, 0.35, 0.35 );
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scene.add( rightPortal );
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// walls
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const planeTop = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0xffffff } ) );
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planeTop.position.y = 100;
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planeTop.rotateX( Math.PI / 2 );
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scene.add( planeTop );
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const planeBottom = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0xffffff } ) );
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planeBottom.rotateX( - Math.PI / 2 );
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scene.add( planeBottom );
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const planeFront = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0x7f7fff } ) );
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planeFront.position.z = 50;
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planeFront.position.y = 50;
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planeFront.rotateY( Math.PI );
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scene.add( planeFront );
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const planeBack = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0xff7fff } ) );
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planeBack.position.z = - 50;
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planeBack.position.y = 50;
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//planeBack.rotateY( Math.PI );
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scene.add( planeBack );
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const planeRight = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0x00ff00 } ) );
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planeRight.position.x = 50;
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planeRight.position.y = 50;
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planeRight.rotateY( - Math.PI / 2 );
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scene.add( planeRight );
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const planeLeft = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0xff0000 } ) );
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planeLeft.position.x = - 50;
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planeLeft.position.y = 50;
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planeLeft.rotateY( Math.PI / 2 );
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scene.add( planeLeft );
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// lights
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const mainLight = new THREE.PointLight( 0xcccccc, 1.5, 250 );
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mainLight.position.y = 60;
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scene.add( mainLight );
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const greenLight = new THREE.PointLight( 0x00ff00, 0.25, 1000 );
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greenLight.position.set( 550, 50, 0 );
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scene.add( greenLight );
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const redLight = new THREE.PointLight( 0xff0000, 0.25, 1000 );
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redLight.position.set( - 550, 50, 0 );
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scene.add( redLight );
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const blueLight = new THREE.PointLight( 0x7f7fff, 0.25, 1000 );
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blueLight.position.set( 0, 50, 550 );
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scene.add( blueLight );
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function renderPortal( thisPortalMesh, otherPortalMesh, thisPortalTexture ) {
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// set the portal camera position to be reflected about the portal plane
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thisPortalMesh.worldToLocal( reflectedPosition.copy( camera.position ) );
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reflectedPosition.x *= - 1.0; reflectedPosition.z *= - 1.0;
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otherPortalMesh.localToWorld( reflectedPosition );
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portalCamera.position.copy( reflectedPosition );
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// grab the corners of the other portal
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// - note: the portal is viewed backwards; flip the left/right coordinates
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otherPortalMesh.localToWorld( bottomLeftCorner.set( 50.05, - 50.05, 0.0 ) );
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otherPortalMesh.localToWorld( bottomRightCorner.set( - 50.05, - 50.05, 0.0 ) );
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otherPortalMesh.localToWorld( topLeftCorner.set( 50.05, 50.05, 0.0 ) );
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// set the projection matrix to encompass the portal's frame
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CameraUtils.frameCorners( portalCamera, bottomLeftCorner, bottomRightCorner, topLeftCorner, false );
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// render the portal
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thisPortalTexture.texture.encoding = renderer.outputEncoding;
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renderer.setRenderTarget( thisPortalTexture );
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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if ( renderer.autoClear === false ) renderer.clear();
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thisPortalMesh.visible = false; // hide this portal from its own rendering
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renderer.render( scene, portalCamera );
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thisPortalMesh.visible = true; // re-enable this portal's visibility for general rendering
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}
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function animate() {
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requestAnimationFrame( animate );
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// move the bouncing sphere(s)
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const timerOne = Date.now() * 0.01;
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const timerTwo = timerOne + Math.PI * 10.0;
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smallSphereOne.position.set(
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Math.cos( timerOne * 0.1 ) * 30,
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Math.abs( Math.cos( timerOne * 0.2 ) ) * 20 + 5,
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Math.sin( timerOne * 0.1 ) * 30
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);
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smallSphereOne.rotation.y = ( Math.PI / 2 ) - timerOne * 0.1;
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smallSphereOne.rotation.z = timerOne * 0.8;
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smallSphereTwo.position.set(
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Math.cos( timerTwo * 0.1 ) * 30,
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Math.abs( Math.cos( timerTwo * 0.2 ) ) * 20 + 5,
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Math.sin( timerTwo * 0.1 ) * 30
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);
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smallSphereTwo.rotation.y = ( Math.PI / 2 ) - timerTwo * 0.1;
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smallSphereTwo.rotation.z = timerTwo * 0.8;
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// save the original camera properties
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const currentRenderTarget = renderer.getRenderTarget();
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const currentXrEnabled = renderer.xr.enabled;
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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renderer.xr.enabled = false; // Avoid camera modification
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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// render the portal effect
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renderPortal( leftPortal, rightPortal, leftPortalTexture );
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renderPortal( rightPortal, leftPortal, rightPortalTexture );
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// restore the original rendering properties
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renderer.xr.enabled = currentXrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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renderer.setRenderTarget( currentRenderTarget );
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// render the main scene
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renderer.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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