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<!DOCTYPE html>
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<head>
<title>Verge3D webgl - multiple renderers</title>
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background-color: #fff;
color: #444;
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color: #08f;
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<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - multiple renderers</div>
<script type="module">
import * as v3d from '../build/v3d.module.js';
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.PlaneBufferGeometry(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.IcosahedronBufferGeometry(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>
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