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295 lines
6.9 KiB
HTML
295 lines
6.9 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - KTX2 texture loader</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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<link type="text/css" rel="stylesheet" href="main.css">
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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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background-color: #fff;
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color: #444;
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}
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a {
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color: #08f;
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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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section {
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padding: 1em;
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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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section .description {
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max-width: 50em;
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text-wrap: pretty;
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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 > div:nth-child(1) {
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width: 200px;
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height: 200px;
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}
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.list-item > div:nth-child(2) {
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color: #888;
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font-family: sans-serif;
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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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - KTX2 texture loader - webgl</div>
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
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let canvas, renderer;
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const scenes = [];
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const sections = [
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{
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title: 'Uncompressed',
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description: 'Uncompressed formats (rgba8, rgba16, rgba32) load as THREE.DataTexture objects.'
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+ ' Lossless, easy to read/write, uncompressed on GPU, optionally compressed over the network.',
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textures: [
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{ path: '2d_rgba8.ktx2' },
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{ path: '2d_rgba8_linear.ktx2' },
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{ path: '2d_rgba16_linear.ktx2' },
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{ path: '2d_rgba32_linear.ktx2' },
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]
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},
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{
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title: 'Compressed',
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description: 'Compressed formats (ASTC, BCn, ...) load as THREE.CompressedTexture objects,'
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+ ' reducing memory cost. Requires native support on the device GPU: no single compressed'
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+ ' format is supported on every device.',
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textures: [
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{ path: '2d_astc4x4.ktx2' },
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{ path: '2d_etc1.ktx2' },
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{ path: '2d_etc2.ktx2' },
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{ path: '2d_bc1.ktx2' },
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{ path: '2d_bc3.ktx2' },
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// { path: '2d_bc5.ktx2' },
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{ path: '2d_bc7.ktx2' },
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]
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},
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{
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title: 'Universal',
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description: 'Basis Universal textures are specialized intermediate formats supporting fast'
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+ ' runtime transcoding into other GPU texture compression formats. After transcoding,'
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+ ' universal textures can be used on any device at reduced memory cost.',
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textures: [
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{ path: '2d_etc1s.ktx2' },
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{ path: '2d_uastc.ktx2' },
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]
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},
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]
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init();
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async function init() {
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canvas = document.getElementById( 'c' );
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renderer = new THREE.WebGLRenderer( { canvas, antialias: true } );
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renderer.setClearColor( 0xffffff, 1 );
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renderer.setPixelRatio( window.devicePixelRatio );
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const loader = new KTX2Loader()
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.setTranscoderPath( 'jsm/libs/basis/' )
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.setPath( 'textures/ktx2/' )
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.detectSupport( renderer );
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const geometry = flipY( new THREE.PlaneGeometry( 1, 1 ) );
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const content = document.getElementById( 'content' );
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for ( const section of sections ) {
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const sectionElement = document.createElement( 'section' );
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const sectionHeader = document.createElement( 'h2' );
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sectionHeader.textContent = section.title;
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sectionElement.appendChild( sectionHeader );
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const sectionDescription = document.createElement( 'p' );
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sectionDescription.className = 'description';
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sectionDescription.textContent = section.description;
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sectionElement.appendChild( sectionDescription );
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for ( const { path, supported } of section.textures ) {
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const scene = new THREE.Scene();
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// make a list item
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const element = document.createElement( 'div' );
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element.className = 'list-item';
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const sceneElement = document.createElement( 'div' );
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element.appendChild( sceneElement );
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const labelElement = document.createElement( 'div' );
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labelElement.innerText = 'file: ' + path;
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element.appendChild( labelElement );
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// the element that represents the area we want to render the scene
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scene.userData.element = sceneElement;
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sectionElement.appendChild( element );
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const 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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try {
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const texture = await loader.loadAsync( supported === false ? 'fail_load.ktx2' : path );
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const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ map: texture }) );
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labelElement.innerText += '\ncolorSpace: ' + texture.colorSpace;
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scene.add( mesh );
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scenes.push( scene );
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} catch (e) {
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console.error( `Failed to load ${path}`, e );
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}
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}
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content.appendChild( sectionElement );
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}
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renderer.setAnimationLoop( animate );
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}
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function updateSize() {
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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if ( canvas.width !== width || canvas.height !== height ) {
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renderer.setSize( width, height, false );
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}
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}
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/** Rewrite UVs for `flipY=false` textures. */
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function flipY( geometry ) {
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const uv = geometry.attributes.uv;
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for ( let i = 0; i < uv.count; i ++ ) {
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uv.setY( i, 1 - uv.getY( i ) );
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}
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return geometry;
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}
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function animate() {
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updateSize();
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canvas.style.transform = `translateY(${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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// get the element that is a place holder for where we want to
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// draw the scene
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const element = scene.userData.element;
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// get its position relative to the page's viewport
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const 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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const width = rect.right - rect.left;
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const height = rect.bottom - rect.top;
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const left = rect.left;
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const 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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const camera = scene.userData.camera;
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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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