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220 lines
6.2 KiB
220 lines
6.2 KiB
<!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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