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webgl_multiple_elements.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - multiple elements</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
background-color: #fff;
color: #444;
}
a {
color: #08f;
}
#content {
position: absolute;
top: 0; width: 100%;
z-index: 1;
padding: 3em 0 0 0;
}
#c {
position: absolute;
left: 0;
width: 100%;
height: 100%;
}
.list-item {
display: inline-block;
margin: 1em;
padding: 1em;
box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
}
.list-item > div:nth-child(1) {
width: 200px;
height: 200px;
}
.list-item > div:nth-child(2) {
color: #888;
font-family: sans-serif;
font-size: large;
width: 200px;
margin-top: 0.5em;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="content">
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements - webgl</div>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let canvas, renderer;
const scenes = [];
init();
animate();
function init() {
canvas = document.getElementById( 'c' );
const geometries = [
new THREE.BoxGeometry( 1, 1, 1 ),
new THREE.SphereGeometry( 0.5, 12, 8 ),
new THREE.DodecahedronGeometry( 0.5 ),
new THREE.CylinderGeometry( 0.5, 0.5, 1, 12 )
];
const content = document.getElementById( 'content' );
for ( let i = 0; i < 40; i ++ ) {
const scene = new THREE.Scene();
// make a list item
const element = document.createElement( 'div' );
element.className = 'list-item';
const sceneElement = document.createElement( 'div' );
element.appendChild( sceneElement );
const descriptionElement = document.createElement( 'div' );
descriptionElement.innerText = 'Scene ' + ( i + 1 );
element.appendChild( descriptionElement );
// the element that represents the area we want to render the scene
scene.userData.element = sceneElement;
content.appendChild( element );
const camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
camera.position.z = 2;
scene.userData.camera = camera;
const controls = new OrbitControls( scene.userData.camera, scene.userData.element );
controls.minDistance = 2;
controls.maxDistance = 5;
controls.enablePan = false;
controls.enableZoom = false;
scene.userData.controls = controls;
// add one random mesh to each scene
const geometry = geometries[ geometries.length * Math.random() | 0 ];
const material = new THREE.MeshStandardMaterial( {
color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
roughness: 0.5,
metalness: 0,
flatShading: true
} );
scene.add( new THREE.Mesh( geometry, material ) );
scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
const light = new THREE.DirectionalLight( 0xffffff, 0.5 );
light.position.set( 1, 1, 1 );
scene.add( light );
scenes.push( scene );
}
renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
renderer.setClearColor( 0xffffff, 1 );
renderer.setPixelRatio( window.devicePixelRatio );
}
function updateSize() {
const width = canvas.clientWidth;
const height = canvas.clientHeight;
if ( canvas.width !== width || canvas.height !== height ) {
renderer.setSize( width, height, false );
}
}
function animate() {
render();
requestAnimationFrame( animate );
}
function render() {
updateSize();
canvas.style.transform = `translateY(${window.scrollY}px)`;
renderer.setClearColor( 0xffffff );
renderer.setScissorTest( false );
renderer.clear();
renderer.setClearColor( 0xe0e0e0 );
renderer.setScissorTest( true );
scenes.forEach( function ( scene ) {
// so something moves
scene.children[ 0 ].rotation.y = Date.now() * 0.001;
// get the element that is a place holder for where we want to
// draw the scene
const element = scene.userData.element;
// get its position relative to the page's viewport
const rect = element.getBoundingClientRect();
// check if it's offscreen. If so skip it
if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
return; // it's off screen
}
// set the viewport
const width = rect.right - rect.left;
const height = rect.bottom - rect.top;
const left = rect.left;
const bottom = renderer.domElement.clientHeight - rect.bottom;
renderer.setViewport( left, bottom, width, height );
renderer.setScissor( left, bottom, width, height );
const camera = scene.userData.camera;
//camera.aspect = width / height; // not changing in this example
//camera.updateProjectionMatrix();
//scene.userData.controls.update();
renderer.render( scene, camera );
} );
}
</script>
</body>
</html>