webgl_multiple_elements.html 5.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - multiple elements</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. * {
  9. box-sizing: border-box;
  10. -moz-box-sizing: border-box;
  11. }
  12. body {
  13. color: #000;
  14. font-family:Monospace;
  15. font-size:13px;
  16. background-color: #fff;
  17. margin: 0px;
  18. }
  19. #info {
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. text-align:center;
  24. }
  25. #content {
  26. position: absolute;
  27. top: 0px; width: 100%;
  28. z-index: 1;
  29. padding: 3em 0 0 0;
  30. }
  31. a {
  32. color: #0080ff;
  33. }
  34. #c {
  35. position: fixed;
  36. left: 0px;
  37. width: 100%;
  38. height: 100%;
  39. }
  40. .list-item {
  41. display: inline-block;
  42. margin: 1em;
  43. padding: 1em;
  44. box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
  45. }
  46. .list-item .scene {
  47. width: 200px;
  48. height: 200px;
  49. }
  50. .list-item .description {
  51. color: #888;
  52. font-family: sans-serif;
  53. font-size: large;
  54. width: 200px;
  55. margin-top: 0.5em;
  56. }
  57. </style>
  58. </head>
  59. <body>
  60. <canvas id="c"></canvas>
  61. <div id="content">
  62. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - multiple elements - webgl</div>
  63. </div>
  64. <script src="../build/three.js"></script>
  65. <script src="js/controls/OrbitControls.js"></script>
  66. <script src="js/Detector.js"></script>
  67. <script id="template" type="notjs">
  68. <div class="scene"></div>
  69. <div class="description">Scene $</div>
  70. </script>
  71. <script>
  72. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  73. var canvas;
  74. var scenes = [], renderer;
  75. init();
  76. animate();
  77. function init() {
  78. canvas = document.getElementById( "c" );
  79. var geometries = [
  80. new THREE.BoxGeometry( 1, 1, 1 ),
  81. new THREE.SphereGeometry( 0.5, 12, 8 ),
  82. new THREE.DodecahedronGeometry( 0.5 ),
  83. new THREE.CylinderGeometry( 0.5, 0.5, 1, 12 ),
  84. ];
  85. var template = document.getElementById( "template" ).text;
  86. var content = document.getElementById( "content" );
  87. for ( var i = 0; i < 40; i ++ ) {
  88. var scene = new THREE.Scene();
  89. // make a list item
  90. var element = document.createElement( "div" );
  91. element.className = "list-item";
  92. element.innerHTML = template.replace( '$', i + 1 );
  93. // Look up the element that represents the area
  94. // we want to render the scene
  95. scene.userData.element = element.querySelector( ".scene" );
  96. content.appendChild( element );
  97. var camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
  98. camera.position.z = 2;
  99. scene.userData.camera = camera;
  100. var controls = new THREE.OrbitControls( scene.userData.camera, scene.userData.element );
  101. controls.minDistance = 2;
  102. controls.maxDistance = 5;
  103. controls.enablePan = false;
  104. controls.enableZoom = false;
  105. scene.userData.controls = controls;
  106. // add one random mesh to each scene
  107. var geometry = geometries[ geometries.length * Math.random() | 0 ];
  108. var material = new THREE.MeshStandardMaterial( {
  109. color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
  110. roughness: 0.5,
  111. metalness: 0,
  112. shading: THREE.FlatShading
  113. } );
  114. scene.add( new THREE.Mesh( geometry, material ) );
  115. scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
  116. var light = new THREE.DirectionalLight( 0xffffff, 0.5 );
  117. light.position.set( 1, 1, 1 );
  118. scene.add( light );
  119. scenes.push( scene );
  120. }
  121. renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
  122. renderer.setClearColor( 0xffffff, 1 );
  123. renderer.setPixelRatio( window.devicePixelRatio );
  124. }
  125. function updateSize() {
  126. var width = canvas.clientWidth;
  127. var height = canvas.clientHeight;
  128. if ( canvas.width !== width || canvas.height != height ) {
  129. renderer.setSize( width, height, false );
  130. }
  131. }
  132. function animate() {
  133. render();
  134. requestAnimationFrame( animate );
  135. }
  136. function render() {
  137. updateSize();
  138. renderer.setClearColor( 0xffffff );
  139. renderer.setScissorTest( false );
  140. renderer.clear();
  141. renderer.setClearColor( 0xe0e0e0 );
  142. renderer.setScissorTest( true );
  143. scenes.forEach( function( scene ) {
  144. // so something moves
  145. scene.children[0].rotation.y = Date.now() * 0.001;
  146. // get the element that is a place holder for where we want to
  147. // draw the scene
  148. var element = scene.userData.element;
  149. // get its position relative to the page's viewport
  150. var rect = element.getBoundingClientRect();
  151. // check if it's offscreen. If so skip it
  152. if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
  153. rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
  154. return; // it's off screen
  155. }
  156. // set the viewport
  157. var width = rect.right - rect.left;
  158. var height = rect.bottom - rect.top;
  159. var left = rect.left;
  160. var bottom = renderer.domElement.clientHeight - rect.bottom;
  161. renderer.setViewport( left, bottom, width, height );
  162. renderer.setScissor( left, bottom, width, height );
  163. var camera = scene.userData.camera;
  164. //camera.aspect = width / height; // not changing in this example
  165. //camera.updateProjectionMatrix();
  166. //scene.userData.controls.update();
  167. renderer.render( scene, camera );
  168. } );
  169. }
  170. </script>
  171. </body>
  172. </html>