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cd88296b
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
cd88296b
编写于
6月 23, 2015
作者:
F
Fordy
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
added multiple renderers examples
上级
4615dc31
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
499 addition
and
4 deletion
+499
-4
examples/index.html
examples/index.html
+1
-4
examples/webgl_multiple_renderers_cube.html
examples/webgl_multiple_renderers_cube.html
+93
-0
examples/webgl_multiple_renderers_cubemap.html
examples/webgl_multiple_renderers_cubemap.html
+245
-0
examples/webgl_multiple_renderers_horse.html
examples/webgl_multiple_renderers_horse.html
+160
-0
未找到文件。
examples/index.html
浏览文件 @
cd88296b
...
@@ -313,12 +313,9 @@
...
@@ -313,12 +313,9 @@
"
webgl_multiple_canvases_complex
"
,
"
webgl_multiple_canvases_complex
"
,
"
webgl_multiple_canvases_grid
"
,
"
webgl_multiple_canvases_grid
"
,
"
webgl_multiple_elements
"
,
"
webgl_multiple_elements
"
,
"
webgl_multiple_renderers
"
,
"
webgl_multiple_renderers
_cube
"
,
"
webgl_multiple_renderers_horse
"
,
"
webgl_multiple_renderers_horse
"
,
"
webgl_multiple_renderers_cubemap
"
,
"
webgl_multiple_renderers_cubemap
"
,
"
webgl_multiple_renderers_buffergeometry_custom_attributes_particles
"
,
"
webgl_multiple_renderers_buffergeometry_instancing_dynamic
"
,
"
webgl_multiple_renderers_sprites
"
,
"
webgl_multiple_views
"
,
"
webgl_multiple_views
"
,
"
webgl_nearestneighbour
"
,
"
webgl_nearestneighbour
"
,
"
webgl_octree
"
,
"
webgl_octree
"
,
...
...
examples/webgl_multiple_renderers_cube.html
0 → 100644
浏览文件 @
cd88296b
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - geometry - cube
</title>
<meta
charset=
"utf-8"
>
<style>
body
{
margin
:
0px
;
background-color
:
#000000
;
overflow
:
hidden
;
}
</style>
</head>
<body>
<script
src=
"../build/three.min.js"
></script>
<script>
var
camera
,
camera2
,
scene
,
renderer
;
var
mesh
,
texture
;
init
();
animate
();
function
init
()
{
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
renderer2
=
new
THREE
.
WebGLRenderer
();
renderer2
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer2
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer2
.
domElement
);
//
camera
=
new
THREE
.
PerspectiveCamera
(
70
,
(
window
.
innerWidth
/
2
)
/
window
.
innerHeight
,
1
,
1000
);
camera
.
position
.
z
=
400
;
camera2
=
new
THREE
.
PerspectiveCamera
(
100
,
(
window
.
innerWidth
/
2
)
/
window
.
innerHeight
,
1
,
1000
);
camera2
.
position
.
z
=
400
;
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
BoxGeometry
(
200
,
200
,
200
);
texture
=
THREE
.
ImageUtils
.
loadTexture
(
'
textures/crate.gif
'
);
texture
.
anisotropy
=
renderer
.
getMaxAnisotropy
();
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
(
window
.
innerWidth
/
2
)
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
renderer2
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
}
var
i
=
0
;
function
animate
()
{
requestAnimationFrame
(
animate
);
mesh
.
rotation
.
x
+=
0.005
;
mesh
.
rotation
.
y
+=
0.01
;
i
+=
1
;
mesh
.
material
.
color
.
setHex
(
0xffff00
+
Math
.
sin
(
i
/
100
)
*
128
+
128
);
renderer
.
render
(
scene
,
camera
);
renderer2
.
render
(
scene
,
camera2
);
}
</script>
</body>
</html>
examples/webgl_multiple_renderers_cubemap.html
0 → 100644
浏览文件 @
cd88296b
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - materials - dynamic cube reflection
</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
{
background-color
:
#000000
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
color
:
#ffffff
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
font-weight
:
bold
;
text-align
:
center
;
}
a
{
color
:
#ffffff
;
}
</style>
</head>
<body>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
>
three.js webgl
</a>
- materials - dynamic cube reflection
<br/>
Photo by
<a
href=
"http://www.flickr.com/photos/jonragnarsson/2294472375/"
target=
"_blank"
>
J
ó
n Ragnarsson
</a>
.
</div>
<script
src=
"../build/three.min.js"
></script>
<script>
var
camera
,
cubeCamera
,
scene
,
renderer
,
renderer2
,
renderer3
;
var
cube
,
sphere
,
torus
;
var
fov
=
70
,
isUserInteracting
=
false
,
onMouseDownMouseX
=
0
,
onMouseDownMouseY
=
0
,
lon
=
0
,
onMouseDownLon
=
0
,
lat
=
0
,
onMouseDownLat
=
0
,
phi
=
0
,
theta
=
0
;
var
texture
=
THREE
.
ImageUtils
.
loadTexture
(
'
textures/2294472375_24a3b8ef46_o.jpg
'
,
THREE
.
UVMapping
,
function
()
{
init
();
animate
();
}
);
function
init
()
{
camera
=
new
THREE
.
PerspectiveCamera
(
fov
,
(
window
.
innerWidth
/
2
)
/
window
.
innerHeight
,
1
,
1000
);
scene
=
new
THREE
.
Scene
();
var
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
SphereGeometry
(
500
,
60
,
40
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
)
);
mesh
.
scale
.
x
=
-
1
;
scene
.
add
(
mesh
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
/
3
,
window
.
innerHeight
);
renderer2
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer2
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer2
.
setSize
(
window
.
innerWidth
/
3
,
window
.
innerHeight
);
renderer3
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer3
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer3
.
setSize
(
window
.
innerWidth
/
3
,
window
.
innerHeight
);
cubeCamera
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera
.
renderTarget
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
scene
.
add
(
cubeCamera
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
document
.
body
.
appendChild
(
renderer2
.
domElement
);
document
.
body
.
appendChild
(
renderer3
.
domElement
);
//
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
envMap
:
cubeCamera
.
renderTarget
}
);
sphere
=
new
THREE
.
Mesh
(
new
THREE
.
SphereGeometry
(
20
,
30
,
15
),
material
);
scene
.
add
(
sphere
);
cube
=
new
THREE
.
Mesh
(
new
THREE
.
BoxGeometry
(
20
,
20
,
20
),
material
);
scene
.
add
(
cube
);
torus
=
new
THREE
.
Mesh
(
new
THREE
.
TorusKnotGeometry
(
20
,
5
,
100
,
25
),
material
);
scene
.
add
(
torus
);
//
document
.
addEventListener
(
'
mousedown
'
,
onDocumentMouseDown
,
false
);
document
.
addEventListener
(
'
mousewheel
'
,
onDocumentMouseWheel
,
false
);
document
.
addEventListener
(
'
DOMMouseScroll
'
,
onDocumentMouseWheel
,
false
);
window
.
addEventListener
(
'
resize
'
,
onWindowResized
,
false
);
onWindowResized
(
null
);
}
function
onWindowResized
(
event
)
{
renderer
.
setSize
(
window
.
innerWidth
/
3
,
window
.
innerHeight
);
camera
.
projectionMatrix
.
makePerspective
(
fov
,
(
window
.
innerWidth
/
3
)
/
window
.
innerHeight
,
1
,
1100
);
}
function
onDocumentMouseDown
(
event
)
{
event
.
preventDefault
();
onPointerDownPointerX
=
event
.
clientX
;
onPointerDownPointerY
=
event
.
clientY
;
onPointerDownLon
=
lon
;
onPointerDownLat
=
lat
;
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
document
.
addEventListener
(
'
mouseup
'
,
onDocumentMouseUp
,
false
);
}
function
onDocumentMouseMove
(
event
)
{
lon
=
(
event
.
clientX
-
onPointerDownPointerX
)
*
0.1
+
onPointerDownLon
;
lat
=
(
event
.
clientY
-
onPointerDownPointerY
)
*
0.1
+
onPointerDownLat
;
}
function
onDocumentMouseUp
(
event
)
{
document
.
removeEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
document
.
removeEventListener
(
'
mouseup
'
,
onDocumentMouseUp
,
false
);
}
function
onDocumentMouseWheel
(
event
)
{
// WebKit
if
(
event
.
wheelDeltaY
)
{
fov
-=
event
.
wheelDeltaY
*
0.05
;
// Opera / Explorer 9
}
else
if
(
event
.
wheelDelta
)
{
fov
-=
event
.
wheelDelta
*
0.05
;
// Firefox
}
else
if
(
event
.
detail
)
{
fov
+=
event
.
detail
*
1.0
;
}
camera
.
projectionMatrix
.
makePerspective
(
fov
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1100
);
}
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
}
function
render
()
{
var
time
=
Date
.
now
();
lon
+=
.
15
;
lat
=
Math
.
max
(
-
85
,
Math
.
min
(
85
,
lat
)
);
phi
=
THREE
.
Math
.
degToRad
(
90
-
lat
);
theta
=
THREE
.
Math
.
degToRad
(
lon
);
sphere
.
position
.
x
=
Math
.
sin
(
time
*
0.001
)
*
30
;
sphere
.
position
.
y
=
Math
.
sin
(
time
*
0.0011
)
*
30
;
sphere
.
position
.
z
=
Math
.
sin
(
time
*
0.0012
)
*
30
;
sphere
.
rotation
.
x
+=
0.02
;
sphere
.
rotation
.
y
+=
0.03
;
cube
.
position
.
x
=
Math
.
sin
(
time
*
0.001
+
2
)
*
30
;
cube
.
position
.
y
=
Math
.
sin
(
time
*
0.0011
+
2
)
*
30
;
cube
.
position
.
z
=
Math
.
sin
(
time
*
0.0012
+
2
)
*
30
;
cube
.
rotation
.
x
+=
0.02
;
cube
.
rotation
.
y
+=
0.03
;
torus
.
position
.
x
=
Math
.
sin
(
time
*
0.001
+
4
)
*
30
;
torus
.
position
.
y
=
Math
.
sin
(
time
*
0.0011
+
4
)
*
30
;
torus
.
position
.
z
=
Math
.
sin
(
time
*
0.0012
+
4
)
*
30
;
torus
.
rotation
.
x
+=
0.02
;
torus
.
rotation
.
y
+=
0.03
;
camera
.
position
.
x
=
100
*
Math
.
sin
(
phi
)
*
Math
.
cos
(
theta
);
camera
.
position
.
y
=
100
*
Math
.
cos
(
phi
);
camera
.
position
.
z
=
100
*
Math
.
sin
(
phi
)
*
Math
.
sin
(
theta
);
camera
.
lookAt
(
scene
.
position
);
sphere
.
visible
=
false
;
// *cough*
cubeCamera
.
updateCubeMap
(
renderer
,
scene
);
cubeCamera
.
updateCubeMap
(
renderer2
,
scene
);
cubeCamera
.
updateCubeMap
(
renderer3
,
scene
);
sphere
.
visible
=
true
;
// *cough*
renderer
.
render
(
scene
,
camera
);
camera
.
position
.
z
=
100
*
Math
.
sin
(
phi
)
*
Math
.
cos
(
theta
);
camera
.
position
.
x
=
100
*
Math
.
cos
(
phi
);
camera
.
position
.
y
=
100
*
Math
.
sin
(
phi
)
*
Math
.
sin
(
theta
);
camera
.
lookAt
(
scene
.
position
);
renderer2
.
render
(
scene
,
camera
);
camera
.
position
.
y
=
100
*
Math
.
sin
(
phi
)
*
Math
.
cos
(
theta
);
camera
.
position
.
z
=
100
*
Math
.
cos
(
phi
);
camera
.
position
.
x
=
100
*
Math
.
sin
(
phi
)
*
Math
.
sin
(
theta
);
camera
.
lookAt
(
scene
.
position
);
renderer3
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
examples/webgl_multiple_renderers_horse.html
0 → 100644
浏览文件 @
cd88296b
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - morph targets - horse
</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
{
font-family
:
Monospace
;
background-color
:
#f0f0f0
;
margin
:
0px
;
overflow
:
hidden
;
}
</style>
</head>
<body>
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
var
container
,
stats
;
var
camera
,
scene
,
projector
,
renderer
,
renderer2
;
var
mesh
,
animation
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
var
info
=
document
.
createElement
(
'
div
'
);
info
.
style
.
position
=
'
absolute
'
;
info
.
style
.
top
=
'
10px
'
;
info
.
style
.
width
=
'
100%
'
;
info
.
style
.
textAlign
=
'
center
'
;
info
.
innerHTML
=
'
<a href="http://threejs.org" target="_blank">three.js</a> webgl - morph targets - horse. model by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a>
'
;
container
.
appendChild
(
info
);
//
camera
=
new
THREE
.
PerspectiveCamera
(
50
,
window
.
innerWidth
/
2
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
y
=
300
;
camera
.
target
=
new
THREE
.
Vector3
(
0
,
150
,
0
);
scene
=
new
THREE
.
Scene
();
//
var
light
=
new
THREE
.
DirectionalLight
(
0xefefff
,
2
);
light
.
position
.
set
(
1
,
1
,
1
).
normalize
();
scene
.
add
(
light
);
var
light
=
new
THREE
.
DirectionalLight
(
0xffefef
,
2
);
light
.
position
.
set
(
-
1
,
-
1
,
-
1
).
normalize
();
scene
.
add
(
light
);
var
loader
=
new
THREE
.
JSONLoader
(
true
);
loader
.
load
(
"
models/animated/horse.js
"
,
function
(
geometry
)
{
mesh
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshLambertMaterial
(
{
color
:
0x606060
,
morphTargets
:
true
}
)
);
mesh
.
scale
.
set
(
1.5
,
1.5
,
1.5
);
scene
.
add
(
mesh
);
animation
=
new
THREE
.
MorphAnimation
(
mesh
);
animation
.
play
();
}
);
//
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setClearColor
(
0xf0f0f0
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
renderer2
=
new
THREE
.
WebGLRenderer
();
renderer2
.
setClearColor
(
0xf0f0f0
);
renderer2
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer2
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
container
.
appendChild
(
renderer2
.
domElement
);
//
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
2
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
renderer2
.
setSize
(
window
.
innerWidth
/
2
,
window
.
innerHeight
);
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
var
radius
=
600
;
var
theta
=
0
;
var
prevTime
=
Date
.
now
();
function
render
()
{
theta
+=
0.1
;
camera
.
position
.
x
=
radius
*
Math
.
sin
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
position
.
z
=
radius
*
Math
.
cos
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
lookAt
(
camera
.
target
);
if
(
animation
)
{
var
time
=
Date
.
now
();
animation
.
update
(
time
-
prevTime
);
prevTime
=
time
;
}
renderer
.
render
(
scene
,
camera
);
camera
.
position
.
x
=
-
radius
*
Math
.
sin
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
position
.
z
=
-
radius
*
Math
.
cos
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
lookAt
(
camera
.
target
);
renderer2
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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