background-separate-scene.html 3.8 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Background CSS</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. margin: 0;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three';
  35. function main() {
  36. const canvas = document.querySelector( '#c' );
  37. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  38. renderer.autoClearColor = false;
  39. const fov = 75;
  40. const aspect = 2; // the canvas default
  41. const near = 0.1;
  42. const far = 5;
  43. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  44. camera.position.z = 2;
  45. const scene = new THREE.Scene();
  46. {
  47. const color = 0xFFFFFF;
  48. const intensity = 3;
  49. const light = new THREE.DirectionalLight( color, intensity );
  50. light.position.set( - 1, 2, 4 );
  51. scene.add( light );
  52. }
  53. const boxWidth = 1;
  54. const boxHeight = 1;
  55. const boxDepth = 1;
  56. const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
  57. function makeInstance( geometry, color, x ) {
  58. const material = new THREE.MeshPhongMaterial( { color } );
  59. const cube = new THREE.Mesh( geometry, material );
  60. scene.add( cube );
  61. cube.position.x = x;
  62. return cube;
  63. }
  64. const cubes = [
  65. makeInstance( geometry, 0x44aa88, 0 ),
  66. makeInstance( geometry, 0x8844aa, - 2 ),
  67. makeInstance( geometry, 0xaa8844, 2 ),
  68. ];
  69. const bgCamera = new THREE.OrthographicCamera(
  70. - 1, // left
  71. 1, // right
  72. 1, // top
  73. - 1, // bottom
  74. - 1, // near,
  75. 1, // far
  76. );
  77. const bgScene = new THREE.Scene();
  78. const loader = new THREE.TextureLoader();
  79. const bgTexture = loader.load( 'resources/images/daikanyama.jpg' );
  80. let bgMesh;
  81. {
  82. const plane = new THREE.PlaneGeometry( 2, 2 );
  83. const material = new THREE.MeshBasicMaterial( {
  84. map: bgTexture,
  85. depthTest: false,
  86. } );
  87. bgMesh = new THREE.Mesh( plane, material );
  88. bgScene.add( bgMesh );
  89. }
  90. function resizeRendererToDisplaySize( renderer ) {
  91. const canvas = renderer.domElement;
  92. const width = canvas.clientWidth;
  93. const height = canvas.clientHeight;
  94. const needResize = canvas.width !== width || canvas.height !== height;
  95. if ( needResize ) {
  96. renderer.setSize( width, height, false );
  97. }
  98. return needResize;
  99. }
  100. function render( time ) {
  101. time *= 0.001;
  102. if ( resizeRendererToDisplaySize( renderer ) ) {
  103. const canvas = renderer.domElement;
  104. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  105. camera.updateProjectionMatrix();
  106. }
  107. // Scale the background plane to cover and keep the image's aspect correct.
  108. // Note the image may not have loaded yet.
  109. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  110. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  111. const aspect = imageAspect / canvasAspect;
  112. // choose an axis to have a scale of 1 and the other >= 1
  113. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  114. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  115. cubes.forEach( ( cube, ndx ) => {
  116. const speed = 1 + ndx * .1;
  117. const rot = time * speed;
  118. cube.rotation.x = rot;
  119. cube.rotation.y = rot;
  120. } );
  121. renderer.render( bgScene, bgCamera );
  122. renderer.render( scene, camera );
  123. requestAnimationFrame( render );
  124. }
  125. requestAnimationFrame( render );
  126. }
  127. main();
  128. </script>
  129. </html>