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webgl_multiple_elements.html 5.5 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: 0;
  18. }
  19. #info {
  20. position: absolute;
  21. top: 0; width: 100%;
  22. padding: 5px;
  23. text-align:center;
  24. }
  25. #content {
  26. position: absolute;
  27. top: 0; width: 100%;
  28. z-index: 1;
  29. padding: 3em 0 0 0;
  30. }
  31. a {
  32. color: #0080ff;
  33. }
  34. #c {
  35. position: absolute;
  36. left: 0;
  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" rel="noopener">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/WebGL.js"></script>
  67. <script id="template" type="notjs">
  68. <div class="scene"></div>
  69. <div class="description">Scene $</div>
  70. </script>
  71. <script>
  72. if ( WEBGL.isWebGLAvailable() === false ) {
  73. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  74. }
  75. var canvas;
  76. var scenes = [], renderer;
  77. init();
  78. animate();
  79. function init() {
  80. canvas = document.getElementById( "c" );
  81. var geometries = [
  82. new THREE.BoxBufferGeometry( 1, 1, 1 ),
  83. new THREE.SphereBufferGeometry( 0.5, 12, 8 ),
  84. new THREE.DodecahedronBufferGeometry( 0.5 ),
  85. new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 12 )
  86. ];
  87. var template = document.getElementById( "template" ).text;
  88. var content = document.getElementById( "content" );
  89. for ( var i = 0; i < 40; i ++ ) {
  90. var scene = new THREE.Scene();
  91. // make a list item
  92. var element = document.createElement( "div" );
  93. element.className = "list-item";
  94. element.innerHTML = template.replace( '$', i + 1 );
  95. // Look up the element that represents the area
  96. // we want to render the scene
  97. scene.userData.element = element.querySelector( ".scene" );
  98. content.appendChild( element );
  99. var camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
  100. camera.position.z = 2;
  101. scene.userData.camera = camera;
  102. var controls = new THREE.OrbitControls( scene.userData.camera, scene.userData.element );
  103. controls.minDistance = 2;
  104. controls.maxDistance = 5;
  105. controls.enablePan = false;
  106. controls.enableZoom = false;
  107. scene.userData.controls = controls;
  108. // add one random mesh to each scene
  109. var geometry = geometries[ geometries.length * Math.random() | 0 ];
  110. var material = new THREE.MeshStandardMaterial( {
  111. color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
  112. roughness: 0.5,
  113. metalness: 0,
  114. flatShading: true
  115. } );
  116. scene.add( new THREE.Mesh( geometry, material ) );
  117. scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
  118. var light = new THREE.DirectionalLight( 0xffffff, 0.5 );
  119. light.position.set( 1, 1, 1 );
  120. scene.add( light );
  121. scenes.push( scene );
  122. }
  123. renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
  124. renderer.setClearColor( 0xffffff, 1 );
  125. renderer.setPixelRatio( window.devicePixelRatio );
  126. }
  127. function updateSize() {
  128. var width = canvas.clientWidth;
  129. var height = canvas.clientHeight;
  130. if ( canvas.width !== width || canvas.height !== height ) {
  131. renderer.setSize( width, height, false );
  132. }
  133. }
  134. function animate() {
  135. render();
  136. requestAnimationFrame( animate );
  137. }
  138. function render() {
  139. updateSize();
  140. canvas.style.transform = `translateY(${window.scrollY}px)`;
  141. renderer.setClearColor( 0xffffff );
  142. renderer.setScissorTest( false );
  143. renderer.clear();
  144. renderer.setClearColor( 0xe0e0e0 );
  145. renderer.setScissorTest( true );
  146. scenes.forEach( function( scene ) {
  147. // so something moves
  148. scene.children[ 0 ].rotation.y = Date.now() * 0.001;
  149. // get the element that is a place holder for where we want to
  150. // draw the scene
  151. var element = scene.userData.element;
  152. // get its position relative to the page's viewport
  153. var rect = element.getBoundingClientRect();
  154. // check if it's offscreen. If so skip it
  155. if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
  156. rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
  157. return; // it's off screen
  158. }
  159. // set the viewport
  160. var width = rect.right - rect.left;
  161. var height = rect.bottom - rect.top;
  162. var left = rect.left;
  163. var top = rect.top;
  164. renderer.setViewport( left, top, width, height );
  165. renderer.setScissor( left, top, width, height );
  166. var camera = scene.userData.camera;
  167. //camera.aspect = width / height; // not changing in this example
  168. //camera.updateProjectionMatrix();
  169. //scene.userData.controls.update();
  170. renderer.render( scene, camera );
  171. } );
  172. }
  173. </script>
  174. </body>
  175. </html>