提交 04326883 编写于 作者: R Ricardo Cabello

Merge pull request #6723 from fordacious/dev

Multiple Renders Fix
......@@ -313,6 +313,7 @@
"webgl_multiple_canvases_complex",
"webgl_multiple_canvases_grid",
"webgl_multiple_elements",
"webgl_multiple_renderers",
"webgl_multiple_views",
"webgl_nearestneighbour",
"webgl_octree",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - multiple Renderers - 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: absolute;
border-style: solid;
}
#container1 {
width: 400px;
height: 200px;
left: 150px;
}
#container2 {
width: 400px;
height: 200px;
left: 150px;
top: 400px;
}
#container3 {
width: 300px;
height: 300px;
left: 75px;
top: 300px;
box-shadow: 0px 0px 100px 0px #000;
}
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 = [];
var scene = createScene();
init();
animate();
function init() {
var container1 = document.getElementById( 'container1' );
var container2 = document.getElementById( 'container2' );
var container3 = document.getElementById( 'container3' );
var WIDTH = 800;
var HEIGHT = 600;
apps.push( new App( container1, WIDTH, HEIGHT ) );
apps.push( new App( container2, WIDTH, HEIGHT ) );
apps.push( new App( container3, WIDTH, HEIGHT ) );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function animate() {
for ( var i = 0; i < apps.length; ++i ) {
apps[ i ].animate();
}
requestAnimationFrame( animate );
}
function onDocumentMouseMove (e) {
var container3 = document.getElementById( 'container3' );
container3.style.left = e.pageX - container3.clientWidth / 2 + "px"
container3.style.top = e.pageY - container3.clientHeight / 2 + "px"
}
function createScene () {
var mesh, group1, group2, group3, light;
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' ];
var color, f1, f2, f3, p, 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 ];
for( var j = 0; j < 3; 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 );
return scene;
}
function App( container, fullWidth, fullHeight ) {
var container, stats;
var camera, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
function init() {
camera = new THREE.PerspectiveCamera( 20, container.clientWidth / container.clientHeight, 1, 10000 );
camera.setViewOffset( fullWidth, fullHeight, container.offsetLeft, container.offsetTop, container.clientWidth, container.clientHeight );
camera.position.z = 1800;
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.setViewOffset( fullWidth, fullHeight, container.offsetLeft, container.offsetTop, container.clientWidth, container.clientHeight );
camera.position.x += ( -mouseX - camera.position.x ) * 0.5;
camera.position.y += ( - mouseY - camera.position.y ) * 0.5;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
}
</script>
</body>
</html>
......@@ -4,6 +4,8 @@
THREE.BufferAttribute = function ( array, itemSize ) {
this.uuid = THREE.Math.generateUUID();
this.array = array;
this.itemSize = itemSize;
......
......@@ -4,6 +4,8 @@
THREE.InterleavedBuffer = function ( array, stride, dynamic ) {
this.uuid = THREE.Math.generateUUID();
this.array = array;
this.stride = stride;
......
......@@ -4,6 +4,8 @@
THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
this.uuid = THREE.Math.generateUUID();
this.data = interleavedBuffer;
this.itemSize = itemSize;
this.offset = offset;
......
......@@ -5,6 +5,8 @@
THREE.WebGLRenderTarget = function ( width, height, options ) {
this.uuid = THREE.Math.generateUUID();
this.width = width;
this.height = height;
......
此差异已折叠。
......@@ -7,6 +7,8 @@ THREE.WebGLObjects = function ( gl, info ) {
var objects = {};
var objectsImmediate = [];
var webGLProps = new THREE.WebGLProperties();
var morphInfluences = new Float32Array( 8 );
var geometries = new THREE.WebGLGeometries( gl, info );
......@@ -40,11 +42,10 @@ THREE.WebGLObjects = function ( gl, info ) {
}
delete object.__webglInit;
delete object._modelViewMatrix;
delete object._normalMatrix;
delete object.__webglActive;
delete webGLProps.delete( object );
}
......@@ -66,14 +67,17 @@ THREE.WebGLObjects = function ( gl, info ) {
this.objects = objects;
this.objectsImmediate = objectsImmediate;
this.webGLProps = webGLProps;
this.geometries = geometries;
this.init = function ( object ) {
if ( object.__webglInit === undefined ) {
var objectWebglProperties = webGLProps.get( object );
if ( objectWebglProperties.__webglInit === undefined ) {
object.__webglInit = true;
objectWebglProperties.__webglInit = true;
object._modelViewMatrix = new THREE.Matrix4();
object._normalMatrix = new THREE.Matrix3();
......@@ -81,9 +85,9 @@ THREE.WebGLObjects = function ( gl, info ) {
}
if ( object.__webglActive === undefined ) {
if ( objectWebglProperties.__webglActive === undefined ) {
object.__webglActive = true;
objectWebglProperties.__webglActive = true;
if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
......@@ -188,10 +192,12 @@ THREE.WebGLObjects = function ( gl, info ) {
var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
if ( data.buffer === undefined ) {
var attributeWebGLProperties = webGLProps.get( data );
if ( attributeWebGLProperties.__webglBuffer === undefined ) {
data.buffer = gl.createBuffer();
gl.bindBuffer( bufferType, data.buffer );
attributeWebGLProperties.__webglBuffer = gl.createBuffer();
gl.bindBuffer( bufferType, attributeWebGLProperties.__webglBuffer );
var usage = gl.STATIC_DRAW;
......@@ -209,7 +215,7 @@ THREE.WebGLObjects = function ( gl, info ) {
} else if ( data.needsUpdate === true ) {
gl.bindBuffer( bufferType, data.buffer );
gl.bindBuffer( bufferType, attributeWebGLProperties.__webglBuffer );
if ( data.updateRange === undefined || data.updateRange.count === -1 ) { // Not using update ranges
......@@ -236,6 +242,17 @@ THREE.WebGLObjects = function ( gl, info ) {
};
// returns the webgl buffer for a specified attribute
this.getAttributeBuffer = function (attribute) {
if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
return webGLProps.get( attribute.data ).__webglBuffer
}
return webGLProps.get( attribute ).__webglBuffer;
}
this.update = function ( renderList ) {
for ( var i = 0, ul = renderList.length; i < ul; i++ ) {
......
/**
* @author fordacious / fordacious.github.io
*/
THREE.WebGLProperties = function () {
var properties = {};
this.deleteAll = function () {
properties = {};
}
this.delete = function ( object ) {
delete properties[ object.uuid ];
};
this.get = function ( object ) {
initObject( object );
return properties[ object.uuid ];
};
function initObject ( object ) {
if ( properties[ object.uuid ] === undefined ) {
properties[ object.uuid ] = {};
}
}
};
......@@ -160,6 +160,7 @@
"src/renderers/webgl/WebGLGeometries.js",
"src/renderers/webgl/WebGLObjects.js",
"src/renderers/webgl/WebGLProgram.js",
"src/renderers/webgl/WebGLProperties.js",
"src/renderers/webgl/WebGLShader.js",
"src/renderers/webgl/WebGLShadowMap.js",
"src/renderers/webgl/WebGLState.js",
......
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