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Scientific Computing & Data Science
[WebGL] Viewport 4분할 본문
이번 예제는 뷰포트를 네 개로 분할하는 방법에 관한 것이다. 즉, Front View, Top View, Left View, Right View로 뷰포트를 분할한다.
Download Project
Click here to view with full screen mode
Operations
W: Move Forward
S: Move Backward
A: Turn Left
D: Turn Right
main.js
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 | // MAIN // standard global variables var container, scene, renderer, controls, stats; var keyboard = new THREEx.KeyboardState(); var clock = new THREE.Clock(); // custom global variables var MovingCube; var perspectiveCamera, topCamera, frontCamera, sideCamera; init(); animate(); // FUNCTIONS function init() { // SCENE scene = new THREE.Scene(); // CAMERA var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight; var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000; // perspective cameras perspectiveCamera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR); perspectiveCamera.position.set(0,200,550); perspectiveCamera.lookAt(scene.position); scene.add(perspectiveCamera); // orthographic cameras topCamera = new THREE.OrthographicCamera( window.innerWidth / -4, // Left window.innerWidth / 4, // Right window.innerHeight / 4, // Top window.innerHeight / -4, // Bottom -5000, // Near 10000 ); // Far -- enough to see the skybox topCamera.up = new THREE.Vector3(0,0,-1); topCamera.lookAt( new THREE.Vector3(0,-1,0) ); scene.add(topCamera); frontCamera = new THREE.OrthographicCamera( window.innerWidth / -4, window.innerWidth / 4, window.innerHeight / 4, window.innerHeight / -4, -5000, 10000 ); frontCamera.lookAt( new THREE.Vector3(0,0,-1) ); scene.add(frontCamera); sideCamera = new THREE.OrthographicCamera( window.innerWidth / -4, window.innerWidth / 4, window.innerHeight / 4, window.innerHeight / -4, -5000, 10000 ); sideCamera.lookAt( new THREE.Vector3(1,0,0) ); scene.add(sideCamera); // RENDERER if ( Detector.webgl ) renderer = new THREE.WebGLRenderer( {antialias:true} ); else renderer = new THREE.CanvasRenderer(); renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT); container = document.getElementById( 'ThreeJS' ); container.appendChild( renderer.domElement ); // EVENTS THREEx.WindowResize(renderer, topCamera); THREEx.FullScreen.bindKey({ charCode : 'f'.charCodeAt(0) }); // STATS stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.bottom = '0px'; stats.domElement.style.zIndex = 100; container.appendChild( stats.domElement ); // LIGHT var light = new THREE.PointLight(0xffffff); light.position.set(0,250,0); scene.add(light); // FLOOR var floorTexture = new THREE.ImageUtils.loadTexture( 'img/Wood_floor.jpg' ); floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; floorTexture.repeat.set( 1, 1 ); var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } ); var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10); var floor = new THREE.Mesh(floorGeometry, floorMaterial); floor.position.y = -0.5; floor.rotation.x = Math.PI / 2; scene.add(floor); // SKYBOX/FOG var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 ); var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } ); var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial ); scene.add(skyBox); //////////// // CUSTOM // //////////// scene.add( new THREE.AxisHelper(100) ); // create an array with six textures for a cool cube var materialArray = []; materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/px.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nx.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/py.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/ny.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/pz.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nz.jpg' ) })); var MovingCubeMat = new THREE.MeshFaceMaterial(materialArray); var MovingCubeGeom = new THREE.CubeGeometry( 50, 50, 50, 1, 1, 1, materialArray ); MovingCube = new THREE.Mesh( MovingCubeGeom, MovingCubeMat ); MovingCube.position.set(0, 25.1, 0); scene.add( MovingCube ); // a little bit of scenery... var ambientlight = new THREE.AmbientLight(0x111111); scene.add( ambientlight ); var wireMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } ); // torus knot var colorMaterial = new THREE.MeshPhongMaterial( { color: 0xff3333 } ); var shape = THREE.SceneUtils.createMultiMaterialObject( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 2, 5 ), [ colorMaterial, wireMaterial ] ); shape.position.set(-200, 50, -200); scene.add( shape ); // torus knot var colorMaterial = new THREE.MeshPhongMaterial( { color: 0x33ff33 } ); var shape = THREE.SceneUtils.createMultiMaterialObject( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 3, 2 ), [ colorMaterial, wireMaterial ] ); shape.position.set(200, 50, -200); scene.add( shape ); // torus knot var colorMaterial = new THREE.MeshPhongMaterial( { color: 0xffff33 } ); var shape = THREE.SceneUtils.createMultiMaterialObject( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 4, 3 ), [ colorMaterial, wireMaterial ] ); shape.position.set(200, 50, 200); scene.add( shape ); // torus knot var colorMaterial = new THREE.MeshPhongMaterial( { color: 0x3333ff } ); var shape = THREE.SceneUtils.createMultiMaterialObject( new THREE.TorusKnotGeometry( 30, 6, 160, 10, 3, 4 ), [ colorMaterial, wireMaterial ] ); shape.position.set(-200, 50, 200); scene.add( shape ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setClearColorHex( 0x000000, 1 ); renderer.autoClear = false; } function animate() { requestAnimationFrame( animate ); render(); update(); } function update() { var delta = clock.getDelta(); // seconds. var moveDistance = 200 * delta; // 200 pixels per second var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second // local transformations // move forwards/backwards/left/right if ( keyboard.pressed("W") ) MovingCube.translateZ( -moveDistance ); if ( keyboard.pressed("S") ) MovingCube.translateZ( moveDistance ); if ( keyboard.pressed("Q") ) MovingCube.translateX( -moveDistance ); if ( keyboard.pressed("E") ) MovingCube.translateX( moveDistance ); // rotate left/right/up/down var rotation_matrix = new THREE.Matrix4().identity(); if ( keyboard.pressed("A") ) MovingCube.rotateOnAxis( new THREE.Vector3(0,1,0), rotateAngle); if ( keyboard.pressed("D") ) MovingCube.rotateOnAxis( new THREE.Vector3(0,1,0), -rotateAngle); if ( keyboard.pressed("R") ) MovingCube.rotateOnAxis( new THREE.Vector3(1,0,0), rotateAngle); if ( keyboard.pressed("F") ) MovingCube.rotateOnAxis( new THREE.Vector3(1,0,0), -rotateAngle); if ( keyboard.pressed("Z") ) { MovingCube.position.set(0,25.1,0); MovingCube.rotation.set(0,0,0); } stats.update(); } function render() { var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight; // setViewport parameters: // lower_left_x, lower_left_y, viewport_width, viewport_height renderer.setViewport( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ); renderer.clear(); // upper left corner renderer.setViewport( 1, 0.5 * SCREEN_HEIGHT + 1, 0.5 * SCREEN_WIDTH - 2, 0.5 * SCREEN_HEIGHT - 2 ); renderer.render( scene, perspectiveCamera ); // upper right corner renderer.setViewport( 0.5 * SCREEN_WIDTH + 1, 0.5 * SCREEN_HEIGHT + 1, 0.5 * SCREEN_WIDTH - 2, 0.5 * SCREEN_HEIGHT - 2 ); renderer.render( scene, topCamera ); // lower left corner renderer.setViewport( 1, 1, 0.5 * SCREEN_WIDTH - 2, 0.5 * SCREEN_HEIGHT - 2 ); renderer.render( scene, sideCamera ); // lower right corner renderer.setViewport( 0.5 * SCREEN_WIDTH + 1, 1, 0.5 * SCREEN_WIDTH - 2, 0.5 * SCREEN_HEIGHT - 2 ); renderer.render( scene, frontCamera ); } | cs |
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