Doodle3D-Slicer/three.js-master/examples/webgl_multiple_canvases_grid.html

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2015-06-12 15:58:26 +02:00
<!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">
<style>
html, body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #fff;
margin: 0px;
overflow: hidden;
width: 100%;
height: 100%;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
#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;
}
#container1, #container2, #container3, #container4 {
width: 300px;
height: 200px;
position: relative;
border: 1px solid red;
float:left;
}
a {
color: #0080ff;
}
</style>
</head>
<body>
<div id="centerer">
<div id="centerer-cell">
<div id="container">
<div class="container-row">
<div id="container1"></div>
<div id="container2"></div>
</div>
<div class="container-row">
<div id="container3"></div>
<div id="container4"></div>
</div>
</div>
</div>
</div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - multiple canvases - grid</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var apps = [];
init();
animate();
function init() {
var w = 300;
var h = 200;
var fullWidth = w * 2;
var fullHeight = h * 2;
apps.push( new App( 'container1', fullWidth, fullHeight, w * 0, h * 0, w, h ) );
apps.push( new App( 'container2', fullWidth, fullHeight, w * 1, h * 0, w, h ) );
apps.push( new App( 'container3', fullWidth, fullHeight, w * 0, h * 1, w, h ) );
apps.push( new App( 'container4', fullWidth, fullHeight, w * 1, h * 1, w, h ) );
}
function animate() {
for ( var i = 0; i < apps.length; ++i ) {
apps[ i ].animate();
}
requestAnimationFrame( animate );
}
function App( containerId, fullWidth, fullHeight, viewX, viewY, viewWidth, viewHeight ) {
var container, stats;
var camera, scene, renderer;
var mesh, group1, group2, group3, light;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
function init() {
container = document.getElementById( containerId );
camera = new THREE.PerspectiveCamera( 20, container.clientWidth / container.clientHeight, 1, 10000 );
camera.setViewOffset( fullWidth, fullHeight, viewX, viewY, viewWidth, viewHeight );
camera.position.z = 1800;
scene = new THREE.Scene();
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0, 1 ).normalize();
scene.add( light );
// 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.Texture( canvas );
shadowTexture.needsUpdate = true;
var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.y = - 250;
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.x = - 400;
mesh.position.y = - 250;
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.x = 400;
mesh.position.y = - 250;
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var color, f1, f2, f3, p, n, vertexIndex,
radius = 200,
geometry1 = new THREE.IcosahedronGeometry( radius, 1 ),
geometry2 = new THREE.IcosahedronGeometry( radius, 1 ),
geometry3 = new THREE.IcosahedronGeometry( radius, 1 );
for ( var i = 0; i < geometry1.faces.length; i ++ ) {
f1 = geometry1.faces[ i ];
f2 = geometry2.faces[ i ];
f3 = geometry3.faces[ i ];
n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j ++ ) {
vertexIndex = f1[ faceIndices[ j ] ];
p = geometry1.vertices[ vertexIndex ];
color = new THREE.Color( 0xffffff );
color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
f1.vertexColors[ j ] = color;
color = new THREE.Color( 0xffffff );
color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
f2.vertexColors[ j ] = color;
color = new THREE.Color( 0xffffff );
color.setHSL( 0.125 * vertexIndex / geometry1.vertices.length, 1.0, 0.5 );
f3.vertexColors[ j ] = color;
}
}
var materials = [
new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true, transparent: true } )
];
group1 = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );
group1.position.x = -400;
group1.rotation.x = -1.87;
scene.add( group1 );
group2 = THREE.SceneUtils.createMultiMaterialObject( geometry2, materials );
group2.position.x = 400;
group2.rotation.x = 0;
scene.add( group2 );
group3 = THREE.SceneUtils.createMultiMaterialObject( geometry3, materials );
group3.position.x = 0;
group3.rotation.x = 0;
scene.add( group3 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( container.clientWidth, container.clientHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
this.animate = function() {
render();
stats.update();
};
function render() {
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 );
}
}
</script>
</body>
</html>