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webgl_multiple_canvases_circle.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - multiple canvases - circle</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<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%;
}
a {
color: yellow;
}
#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;
display: block;
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">
<canvas id="canvas1" class="ring r1"></canvas>
<canvas id="canvas2" class="ring r2"></canvas>
<canvas id="canvas3" class="ring r3"></canvas>
<canvas id="canvas4" class="ring r4"></canvas>
<canvas id="canvas5" class="ring r5"></canvas>
</div>
</div>
</div>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">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="https://www.google.com/earth/explore/showcase/liquidgalaxy.html">Google's Liquid Galaxy</a>.
Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.
</div>
</div>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var views = [];
var scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
//
function View( canvas, rotateY ) {
canvas.width = canvas.clientWidth * window.devicePixelRatio;
canvas.height = canvas.clientHeight * window.devicePixelRatio;
var context = canvas.getContext( '2d' );
var camera = new THREE.PerspectiveCamera( 20, canvas.clientWidth / canvas.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.
var virtualCamera = new THREE.Camera();
virtualCamera.add( camera );
this.render = function () {
virtualCamera.position.x = - mouseX * 4;
virtualCamera.position.y = - mouseY * 4;
virtualCamera.position.z = 1800;
virtualCamera.lookAt( scene.position );
virtualCamera.updateMatrixWorld( true );
renderer.render( scene, camera );
context.drawImage( renderer.domElement, 0, 0 );
};
}
function init() {
var canvas1 = document.getElementById( 'canvas1' );
var canvas2 = document.getElementById( 'canvas2' );
var canvas3 = document.getElementById( 'canvas3' );
var canvas4 = document.getElementById( 'canvas4' );
var canvas5 = document.getElementById( 'canvas5' );
var fudge = 0.45; // I don't know why this is needed :-(
var rot = 30 * THREE.Math.DEG2RAD;
views.push( new View( canvas1, rot * - 2 * fudge ) );
views.push( new View( canvas2, rot * - 1 * fudge ) );
views.push( new View( canvas3, rot * 0 * fudge ) );
views.push( new View( canvas4, rot * 1 * fudge ) );
views.push( new View( canvas5, rot * 2 * fudge ) );
//
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
var 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.CanvasTexture( canvas );
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 shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
shadowMesh.position.y = - 250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add( shadowMesh );
}
var radius = 200;
var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
var count = geometry1.attributes.position.count;
geometry1.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
var color = new THREE.Color();
var positions = geometry1.attributes.position;
var colors = geometry1.attributes.color;
for ( var i = 0; i < count; i ++ ) {
color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
colors.setXYZ( i, color.r, color.g, color.b );
}
var material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
flatShading: true,
vertexColors: THREE.VertexColors,
shininess: 0
} );
var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
for ( var i = 0; i < noof_balls; i ++ ) { // create balls
var mesh = new THREE.Mesh( geometry1, material );
var wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
mesh.add( wireframe );
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.setPixelRatio( window.devicePixelRatio );
renderer.setSize( 200, 300 );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function animate() {
for ( var i = 0; i < views.length; ++ i ) {
views[ i ].render();
}
requestAnimationFrame( animate );
}
</script>
</body>
</html>