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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - multiple canvases - circle</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: #555;
- }
- #container {
- width: 100%;
- height: 700px;
- -webkit-perspective: 800px;
- -webkit-perspective-origin: 50% 225px;
- -moz-perspective: 800px;
- -moz-perspective-origin: 50% 225px;
- perspective: 800px;
- perspective-origin: 50% 225px;
- }
- #stage {
- width: 100%;
- height: 100%;
- -webkit-transform-style: preserve-3d;
- -moz-transform-style: preserve-3d;
- transform-style: preserve-3d;
- }
- #shape {
- position: relative;
- top: 160px;
- margin: 0 auto;
- height: 200px;
- width: 200px;
- -webkit-transform: translateZ(-0px);
- -webkit-transform-style: preserve-3d;
- -moz-transform: translateZ(-0px);
- -moz-transform-style: preserve-3d;
- transform: translateZ(-0px);
- transform-style: preserve-3d;
- }
- .ring {
- position: absolute;
- display: block;
- height: 300px;
- width: 200px;
- text-align: center;
- font-family: Times, serif;
- font-size: 124pt;
- color: black;
- background-color: #fff;
- }
- #shape {
- border: 0px;
- background-color: rgba(255, 255, 255, 0);
- }
- .ring > .r1 {
- -webkit-transform: rotateY(300deg) translateZ(-380px);
- -moz-transform: rotateY(300deg) translateZ(-380px);
- transform: rotateY(300deg) translateZ(-380px);
- }
- .ring > .r2 {
- -webkit-transform: rotateY(330deg) translateZ(-380px);
- -moz-transform: rotateY(330deg) translateZ(-380px);
- transform: rotateY(330deg) translateZ(-380px);
- }
- .ring > .r3 {
- -webkit-transform: rotateY(0deg) translateZ(-380px);
- -moz-transform: rotateY(0deg) translateZ(-380px);
- transform: rotateY(0deg) translateZ(-380px);
- }
- .ring > .r4 {
- -webkit-transform: rotateY(30deg) translateZ(-380px);
- -moz-transform: rotateY(30deg) translateZ(-380px);
- transform: rotateY(30deg) translateZ(-380px);
- }
- .ring > .r5 {
- -webkit-transform: rotateY(60deg) translateZ(-380px);
- -moz-transform: rotateY(60deg) translateZ(-380px);
- transform: rotateY(60deg) translateZ(-380px);
- }
- #info {
- position: absolute;
- top: 0px; width: 100%;
- padding: 5px;
- }
- #help {
- position: absolute;
- top: 50px; width: 100%;
- text-align: center;
- }
- #help>div {
- margin: auto;
- padding: 1em;
- background-color: rgba(0,0,0,0.3);
- width: 50%;
- }
- </style>
- </head>
- <body>
- <div id="container">
- <div id="stage">
- <div id="shape" class="ring backfaces">
- <canvas id="canvas1" class="ring r1"></canvas>
- <canvas id="canvas2" class="ring r2"></canvas>
- <canvas id="canvas3" class="ring r3"></canvas>
- <canvas id="canvas4" class="ring r4"></canvas>
- <canvas id="canvas5" class="ring r5"></canvas>
- </div>
- </div>
- </div>
- <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple canvases - circle</div>
- <div id="help" gstyle="display: none">
- <div>
- <a href="https://www.google.com/earth/explore/showcase/liquidgalaxy.html">Google's Liquid Galaxy</a> simulator.<br/>
- Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.
- </div>
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- var views = [];
- var scene, renderer;
- var mouseX = 0, mouseY = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- init();
- animate();
- //
- function View( canvas, rotateY ) {
- canvas.width = canvas.clientWidth * window.devicePixelRatio;
- canvas.height = canvas.clientHeight * window.devicePixelRatio;
- var context = canvas.getContext( '2d' );
- var camera = new THREE.PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
- camera.rotation.y = rotateY;
- // Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
- // You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
- var virtualCamera = new THREE.Camera();
- virtualCamera.add( camera );
- this.render = function () {
- virtualCamera.position.x = - mouseX * 4;
- virtualCamera.position.y = - mouseY * 4;
- virtualCamera.position.z = 1800;
- virtualCamera.lookAt( scene.position );
- virtualCamera.updateMatrixWorld( true );
- renderer.render( scene, camera );
- context.drawImage( renderer.domElement, 0, 0 );
- };
- }
- function init() {
- var canvas1 = document.getElementById( 'canvas1' );
- var canvas2 = document.getElementById( 'canvas2' );
- var canvas3 = document.getElementById( 'canvas3' );
- var canvas4 = document.getElementById( 'canvas4' );
- var canvas5 = document.getElementById( 'canvas5' );
- var fudge = 0.45; // I don't know why this is needed :-(
- var rot = 30 * THREE.MathUtils.DEG2RAD;
- views.push( new View( canvas1, rot * - 2 * fudge ) );
- views.push( new View( canvas2, rot * - 1 * fudge ) );
- views.push( new View( canvas3, rot * 0 * fudge ) );
- views.push( new View( canvas4, rot * 1 * fudge ) );
- views.push( new View( canvas5, rot * 2 * fudge ) );
- //
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xffffff );
- var light = new THREE.DirectionalLight( 0xffffff );
- light.position.set( 0, 0, 1 ).normalize();
- scene.add( light );
- var noof_balls = 51;
- // shadow
- var canvas = document.createElement( 'canvas' );
- canvas.width = 128;
- canvas.height = 128;
- var context = canvas.getContext( '2d' );
- var 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 );
- var shadowTexture = new THREE.CanvasTexture( canvas );
- var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
- var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
- for ( var i = 0; i < noof_balls; i ++ ) { // create shadows
- var shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
- shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
- shadowMesh.position.y = - 250;
- shadowMesh.rotation.x = - Math.PI / 2;
- scene.add( shadowMesh );
- }
- var radius = 200;
- var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
- var count = geometry1.attributes.position.count;
- geometry1.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
- var color = new THREE.Color();
- var positions = geometry1.attributes.position;
- var colors = geometry1.attributes.color;
- for ( var i = 0; i < count; i ++ ) {
- color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
- colors.setXYZ( i, color.r, color.g, color.b );
- }
- var material = new THREE.MeshPhongMaterial( {
- color: 0xffffff,
- flatShading: true,
- vertexColors: THREE.VertexColors,
- shininess: 0
- } );
- var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
- for ( var i = 0; i < noof_balls; i ++ ) { // create balls
- var mesh = new THREE.Mesh( geometry1, material );
- var wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
- mesh.add( wireframe );
- mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
- mesh.rotation.x = i * 0.5;
- scene.add( mesh );
- }
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( 200, 300 );
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- }
- function onDocumentMouseMove( event ) {
- mouseX = event.clientX - windowHalfX;
- mouseY = event.clientY - windowHalfY;
- }
- function animate() {
- for ( var i = 0; i < views.length; ++ i ) {
- views[ i ].render();
- }
- requestAnimationFrame( animate );
- }
- </script>
- </body>
- </html>
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