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webgl_multiple_canvases_grid.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - multiple canvases - grid</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>
html, body {
height: 100%;
}
body {
background-color: #fff;
color: #444;
}
a {
color: #08f;
}
#centerer {
display: table;
width: 100%;
height: 100%;
}
#centerer-cell {
display: table-cell;
vertical-align: middle;
}
#container {
margin-left: auto;
margin-right: auto;
width: 604px; /* 300*2 + border; */
}
#container div {
float: left;
}
#canvas1, #canvas2, #canvas3, #canvas4 {
position: relative;
float: left;
width: 300px;
height: 200px;
outline: 1px solid red;
}
</style>
</head>
<body>
<div id="centerer">
<div id="centerer-cell">
<div id="container">
<div class="container-row">
<canvas id="canvas1"></canvas>
<canvas id="canvas2"></canvas>
</div>
<div class="container-row">
<canvas id="canvas3"></canvas>
<canvas id="canvas4"></canvas>
</div>
</div>
</div>
</div>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple canvases - grid</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/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';
const views = [];
let scene, renderer;
let mouseX = 0, mouseY = 0;
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
init();
animate();
//
function View( canvas, fullWidth, fullHeight, viewX, viewY, viewWidth, viewHeight ) {
canvas.width = viewWidth * window.devicePixelRatio;
canvas.height = viewHeight * window.devicePixelRatio;
const context = canvas.getContext( '2d' );
const camera = new THREE.PerspectiveCamera( 20, viewWidth / viewHeight, 1, 10000 );
camera.setViewOffset( fullWidth, fullHeight, viewX, viewY, viewWidth, viewHeight );
camera.position.z = 1800;
this.render = function () {
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
context.drawImage( renderer.domElement, 0, 0 );
};
}
//
function init() {
const canvas1 = document.getElementById( 'canvas1' );
const canvas2 = document.getElementById( 'canvas2' );
const canvas3 = document.getElementById( 'canvas3' );
const canvas4 = document.getElementById( 'canvas4' );
const w = 300, h = 200;
const fullWidth = w * 2;
const fullHeight = h * 2;
views.push( new View( canvas1, fullWidth, fullHeight, w * 0, h * 0, w, h ) );
views.push( new View( canvas2, fullWidth, fullHeight, w * 1, h * 0, w, h ) );
views.push( new View( canvas3, fullWidth, fullHeight, w * 0, h * 1, w, h ) );
views.push( new View( canvas4, fullWidth, fullHeight, w * 1, h * 1, w, h ) );
//
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
const light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0, 1 ).normalize();
scene.add( light );
// 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 color = new THREE.Color();
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 } );
let mesh = new THREE.Mesh( geometry1, material );
let wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
mesh.add( wireframe );
mesh.position.x = - 400;
mesh.rotation.x = - 1.87;
scene.add( mesh );
mesh = new THREE.Mesh( geometry2, material );
wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
mesh.add( wireframe );
mesh.position.x = 400;
scene.add( mesh );
mesh = new THREE.Mesh( geometry3, material );
wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
mesh.add( wireframe );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( 300, 200 );
document.addEventListener( 'mousemove', onDocumentMouseMove );
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function animate() {
for ( let i = 0; i < views.length; ++ i ) {
views[ i ].render();
}
requestAnimationFrame( animate );
}
</script>
</body>
</html>