This repository was archived by the owner on Nov 18, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 37
/
Copy pathwebgl_multiple_renderers.html
220 lines (155 loc) · 6.55 KB
/
webgl_multiple_renderers.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</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": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
let camera, scene, renderer1, renderer2;
let mesh1, mesh2, mesh3;
const color = new v3d.Color();
init();
animate();
function init() {
camera = new v3d.PerspectiveCamera(20, window.innerWidth / (window.innerHeight / 2), 1, 10000);
scene = new v3d.Scene();
scene.background = new v3d.Color(0xffffff);
const light1 = new v3d.DirectionalLight(0xffffff);
light1.position.set(0, 0, 1);
scene.add(light1);
const light2 = new v3d.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 v3d.CanvasTexture(canvas);
const shadowMaterial = new v3d.MeshBasicMaterial({ map: shadowTexture });
const shadowGeo = new v3d.PlaneGeometry(300, 300, 1, 1);
let shadowMesh;
shadowMesh = new v3d.Mesh(shadowGeo, shadowMaterial);
shadowMesh.position.y = -250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add(shadowMesh);
shadowMesh = new v3d.Mesh(shadowGeo, shadowMaterial);
shadowMesh.position.x = -400;
shadowMesh.position.y = -250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add(shadowMesh);
shadowMesh = new v3d.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 v3d.IcosahedronGeometry(radius, 1);
const count = geometry1.attributes.position.count;
geometry1.setAttribute('color', new v3d.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 v3d.MeshPhongMaterial({
color: 0xffffff,
flatShading: true,
vertexColors: true,
shininess: 0
});
const wireframeMaterial = new v3d.MeshBasicMaterial({ color: 0x000000, wireframe: true, transparent: true });
mesh1 = new v3d.Mesh(geometry1, material);
mesh1.position.x = -400;
mesh1.rotation.x = -1.87;
scene.add(mesh1);
const wireframe1 = new v3d.Mesh(geometry1, wireframeMaterial);
mesh1.add(wireframe1);
mesh2 = new v3d.Mesh(geometry2, material);
mesh2.position.x = 400;
scene.add(mesh2);
const wireframe2 = new v3d.Mesh(geometry2, wireframeMaterial);
mesh2.add(wireframe2);
mesh3 = new v3d.Mesh(geometry3, material);
scene.add(mesh3);
const wireframe3 = new v3d.Mesh(geometry3, wireframeMaterial);
mesh3.add(wireframe3);
//
renderer1 = new v3d.WebGLRenderer({ antialias: true });
renderer1.setPixelRatio(window.devicePixelRatio);
renderer1.setSize(window.innerWidth, window.innerHeight / 2);
document.body.appendChild(renderer1.domElement);
renderer2 = new v3d.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 v3d.Vector3();
const color = new v3d.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>