<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - multiple canvases - complex</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #808080; font-family:Monospace; font-size:13px; text-align:center; background-color: #fff; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } #container1, #container2, #container3 { position: relative; border: 1px solid red; } #container1 { width: 300px; height: 200px; } #container2 { width: 400px; height: 100px; left: 150px; } #container3 { width: 200px; height: 300px; left: 75px; } a { color: #0080ff; } </style> </head> <body> <div id="container"> <div id="container1"></div> <div id="container2"></div> <div id="container3"></div> </div> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - multiple canvases - complex</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 container1 = document.getElementById( 'container1' ); var container2 = document.getElementById( 'container2' ); var container3 = document.getElementById( 'container3' ); var fullWidth = 550; var fullHeight = 600; apps.push( new App( 'container1', fullWidth, fullHeight, 0, 0, container1.clientWidth, container1.clientHeight ) ); apps.push( new App( 'container2', fullWidth, fullHeight, 150, 200, container2.clientWidth, container2.clientHeight ) ); apps.push( new App( 'container3', fullWidth, fullHeight, 75, 300, container3.clientWidth, container3.clientHeight ) ); } 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>