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249 lines
5.5 KiB
249 lines
5.5 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - multiple elements</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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* {
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box-sizing: border-box;
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-moz-box-sizing: border-box;
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}
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body {
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color: #000;
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font-family:Monospace;
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font-size:13px;
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background-color: #fff;
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margin: 0;
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}
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#info {
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position: absolute;
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top: 0; width: 100%;
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padding: 5px;
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text-align:center;
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}
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#content {
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position: absolute;
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top: 0; width: 100%;
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z-index: 1;
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padding: 3em 0 0 0;
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}
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a {
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color: #0080ff;
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}
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#c {
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position: absolute;
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left: 0;
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width: 100%;
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height: 100%;
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}
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.list-item {
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display: inline-block;
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margin: 1em;
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padding: 1em;
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box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
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}
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.list-item .scene {
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width: 200px;
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height: 200px;
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}
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.list-item .description {
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color: #888;
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font-family: sans-serif;
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font-size: large;
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width: 200px;
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margin-top: 0.5em;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="content">
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<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements - webgl</div>
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</div>
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<script src="../build/three.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/WebGL.js"></script>
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<script id="template" type="notjs">
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<div class="scene"></div>
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<div class="description">Scene $</div>
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</script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var canvas;
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var scenes = [], renderer;
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init();
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animate();
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function init() {
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canvas = document.getElementById( "c" );
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var geometries = [
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new THREE.BoxBufferGeometry( 1, 1, 1 ),
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new THREE.SphereBufferGeometry( 0.5, 12, 8 ),
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new THREE.DodecahedronBufferGeometry( 0.5 ),
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new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 12 )
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];
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var template = document.getElementById( "template" ).text;
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var content = document.getElementById( "content" );
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for ( var i = 0; i < 40; i ++ ) {
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var scene = new THREE.Scene();
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// make a list item
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var element = document.createElement( "div" );
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element.className = "list-item";
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element.innerHTML = template.replace( '$', i + 1 );
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// Look up the element that represents the area
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// we want to render the scene
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scene.userData.element = element.querySelector( ".scene" );
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content.appendChild( element );
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var camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
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camera.position.z = 2;
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scene.userData.camera = camera;
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var controls = new THREE.OrbitControls( scene.userData.camera, scene.userData.element );
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controls.minDistance = 2;
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controls.maxDistance = 5;
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controls.enablePan = false;
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controls.enableZoom = false;
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scene.userData.controls = controls;
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// add one random mesh to each scene
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var geometry = geometries[ geometries.length * Math.random() | 0 ];
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var material = new THREE.MeshStandardMaterial( {
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color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
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roughness: 0.5,
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metalness: 0,
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flatShading: true
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} );
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scene.add( new THREE.Mesh( geometry, material ) );
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scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
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var light = new THREE.DirectionalLight( 0xffffff, 0.5 );
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light.position.set( 1, 1, 1 );
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scene.add( light );
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scenes.push( scene );
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}
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renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
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renderer.setClearColor( 0xffffff, 1 );
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renderer.setPixelRatio( window.devicePixelRatio );
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}
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function updateSize() {
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var width = canvas.clientWidth;
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var height = canvas.clientHeight;
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if ( canvas.width !== width || canvas.height !== height ) {
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renderer.setSize( width, height, false );
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}
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}
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function animate() {
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render();
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requestAnimationFrame( animate );
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}
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function render() {
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updateSize();
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canvas.style.transform = `translateY(${window.scrollY}px)`;
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renderer.setClearColor( 0xffffff );
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renderer.setScissorTest( false );
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renderer.clear();
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renderer.setClearColor( 0xe0e0e0 );
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renderer.setScissorTest( true );
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scenes.forEach( function ( scene ) {
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// so something moves
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scene.children[ 0 ].rotation.y = Date.now() * 0.001;
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// get the element that is a place holder for where we want to
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// draw the scene
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var element = scene.userData.element;
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// get its position relative to the page's viewport
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var rect = element.getBoundingClientRect();
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// check if it's offscreen. If so skip it
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if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
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rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
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return; // it's off screen
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}
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// set the viewport
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var width = rect.right - rect.left;
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var height = rect.bottom - rect.top;
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var left = rect.left;
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var bottom = renderer.domElement.clientHeight - rect.bottom;
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renderer.setViewport( left, bottom, width, height );
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renderer.setScissor( left, bottom, width, height );
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var camera = scene.userData.camera;
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//camera.aspect = width / height; // not changing in this example
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//camera.updateProjectionMatrix();
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//scene.userData.controls.update();
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renderer.render( scene, camera );
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} );
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}
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</script>
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</body>
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</html>
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