Doodle3D-Slicer/three.js-master/examples/webgl_multiple_canvases_circle.html
2015-06-12 15:58:26 +02:00

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HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>three.js webgl - multiple canvases - circle</title>
<style type="text/css" media="screen">
body {
background-color: #555;
color: white;
font-family:Monospace;
font-size:13px;
text-align:center;
margin: 0px;
overflow: hidden;
width: 100%;
height: 100%;
}
#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;
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">
<div id="container1" class="ring r1"></div>
<div id="container2" class="ring r2"></div>
<div id="container3" class="ring r3"></div>
<div id="container4" class="ring r4"></div>
<div id="container5" class="ring r5"></div>
</div>
</div>
</div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - multiple canvases - circle</div>
<div id="help" gstyle="display: none">
<div>
This example is shows how to setup multi-monitor displays like <a href="http://code.google.com/p/liquid-galaxy/">Google's Liquid Galaxy using three.js</a>.
Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.<br/>
Note: 3d css support required! Use Chrome, Safari or Firefox 10
</div>
</div>
<script type="text/javascript" src="../build/three.min.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript">
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var apps = [];
init();
animate();
function init() {
function degToRad( d ) {
return d * Math.PI / 180;
}
var rot = degToRad( 30 );
var fudge = 0.45; // I don't know why this is needed :-(
apps.push( new App( 'container1', rot * -2 * fudge ) );
apps.push( new App( 'container2', rot * -1 * fudge ) );
apps.push( new App( 'container3', rot * 0 * fudge ) );
apps.push( new App( 'container4', rot * 1 * fudge ) );
apps.push( new App( 'container5', rot * 2 * fudge ) );
}
function animate() {
for ( var i = 0; i < apps.length; ++ i ) {
apps[ i ].animate();
}
requestAnimationFrame( animate );
}
function App( containerId, rotateY ) {
var container;
var virtualCamera, camera, scene, renderer;
var mesh1, light;
var mouseX = 0, mouseY = 0;
var cameraZ = 1800;
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, 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.
virtualCamera = new THREE.Camera();
virtualCamera.add( camera );
virtualCamera.position.z = cameraZ;
scene = new THREE.Scene();
scene.add( virtualCamera );
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.Texture( canvas );
shadowTexture.needsUpdate = true;
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 mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i * 400;
mesh.position.y = - 250;
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
}
var faceIndices = [ 'a', 'b', 'c', 'd' ];
var color, f1, p, n, vertexIndex,
radius = 200,
geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
for ( var i = 0; i < geometry1.faces.length; i ++ ) {
f1 = geometry1.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 );
}
}
var materials = [
new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )
];
for ( var i = 0; i < noof_balls; i ++ ) { // create balls
var mesh = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );
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.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( container.clientWidth, container.clientHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
}
function onDocumentMouseMove ( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
function onDocumentMouseWheel ( event ) {
var delta = 0;
if ( event.wheelDelta ) {
delta = event.wheelDelta / 120;
if ( window.opera ) delta = -delta;
} else if ( event.detail ) {
delta = -event.detail / 3;
}
if ( delta ) {
if ( delta < 0 ) {
cameraZ -= 200;
} else {
cameraZ += 200;
}
}
}
this.animate = function() {
render();
};
function render() {
virtualCamera.position.x = -mouseX * 4;
virtualCamera.position.y = -mouseY * 4;
virtualCamera.position.z = cameraZ;
virtualCamera.lookAt( scene.position );
renderer.render( scene, camera );
}
}
</script>
</body>
</html>