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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 .scene {
- width: 200px;
- height: 200px;
- }
- .list-item .description {
- 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>
- <script id="template" type="notjs">
- <div class="scene"></div>
- <div class="description">Scene $</div>
- </script>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- var canvas;
- var scenes = [], renderer;
- init();
- animate();
- function init() {
- canvas = document.getElementById( "c" );
- var geometries = [
- new THREE.BoxBufferGeometry( 1, 1, 1 ),
- new THREE.SphereBufferGeometry( 0.5, 12, 8 ),
- new THREE.DodecahedronBufferGeometry( 0.5 ),
- new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 12 )
- ];
- var template = document.getElementById( "template" ).text;
- var content = document.getElementById( "content" );
- for ( var i = 0; i < 40; i ++ ) {
- var scene = new THREE.Scene();
- // make a list item
- var element = document.createElement( "div" );
- element.className = "list-item";
- element.innerHTML = template.replace( '$', i + 1 );
- // Look up the element that represents the area
- // we want to render the scene
- scene.userData.element = element.querySelector( ".scene" );
- content.appendChild( element );
- var camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
- camera.position.z = 2;
- scene.userData.camera = camera;
- var 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
- var geometry = geometries[ geometries.length * Math.random() | 0 ];
- var 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 ) );
- var 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() {
- var width = canvas.clientWidth;
- var 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
- var element = scene.userData.element;
- // get its position relative to the page's viewport
- var 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
- var width = rect.right - rect.left;
- var height = rect.bottom - rect.top;
- var left = rect.left;
- var bottom = renderer.domElement.clientHeight - rect.bottom;
- renderer.setViewport( left, bottom, width, height );
- renderer.setScissor( left, bottom, width, height );
- var 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>
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