--- /dev/null
+<!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 type="text/javascript" src="../build/three.js"></script>
+
+ <script type="text/javascript" src="js/Detector.js"></script>
+
+ <script type="text/javascript">
+
+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+ 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 mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
+ mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i * 400;
+ mesh.position.y = - 250;
+ mesh.rotation.x = - Math.PI / 2;
+ scene.add( mesh );
+
+ }
+
+ var faceIndices = [ 'a', 'b', 'c' ];
+
+ var radius = 200,
+
+ geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
+
+ for ( var i = 0; i < geometry1.faces.length; i ++ ) {
+
+ var f1 = geometry1.faces[ i ];
+
+ for( var j = 0; j < 3; j ++ ) {
+
+ var vertexIndex = f1[ faceIndices[ j ] ];
+
+ var p = geometry1.vertices[ vertexIndex ];
+
+ var color = new THREE.Color( 0xffffff );
+ color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );
+
+ f1.vertexColors[ j ] = color;
+
+ var color = new THREE.Color( 0xffffff );
+ color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );
+
+ }
+
+ }
+
+
+ var materials = [
+
+ new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors, shininess: 0 } ),
+ new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } )
+
+ ];
+
+ for ( var i = 0; i < noof_balls; i ++ ) { // create balls
+
+ var mesh = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );
+
+ 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>