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200 lines
4.4 KiB
HTML
200 lines
4.4 KiB
HTML
<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Multiple Scenes - v1</title>
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<style>
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#c {
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position: fixed;
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left: 0;
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top: 0;
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width: 100%;
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height: 100%;
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display: block;
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z-index: -1;
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}
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.diagram {
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display: inline-block;
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width: 5em;
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height: 3em;
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}
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.left {
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float: left;
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margin-right: .25em;
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}
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.right {
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float: right;
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margin-left: .25em;
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}
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p {
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margin: 1em auto;
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max-width: 500px;
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font-size: xx-large;
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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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<p>
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<span id="box" class="diagram left"></span>
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I love boxes. Presents come in boxes.
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When I find a new box I'm always excited to find out what's inside.
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</p>
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<p>
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<span id="pyramid" class="diagram right"></span>
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When I was a kid I dreamed of going on an expedition inside a pyramid
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and finding a undiscovered tomb full of mummies and treasure.
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</p>
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</body>
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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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}
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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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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas, alpha: true } );
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function makeScene( elem ) {
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const scene = new THREE.Scene();
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 5;
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const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
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camera.position.set( 0, 1, 2 );
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camera.lookAt( 0, 0, 0 );
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{
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const color = 0xFFFFFF;
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const intensity = 3;
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const light = new THREE.DirectionalLight( color, intensity );
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light.position.set( - 1, 2, 4 );
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scene.add( light );
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}
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return { scene, camera, elem };
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}
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function setupScene1() {
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const sceneInfo = makeScene( document.querySelector( '#box' ) );
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const geometry = new THREE.BoxGeometry( 1, 1, 1 );
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const material = new THREE.MeshPhongMaterial( { color: 'red' } );
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const mesh = new THREE.Mesh( geometry, material );
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sceneInfo.scene.add( mesh );
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sceneInfo.mesh = mesh;
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return sceneInfo;
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}
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function setupScene2() {
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const sceneInfo = makeScene( document.querySelector( '#pyramid' ) );
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const radius = .8;
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const widthSegments = 4;
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const heightSegments = 2;
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const geometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments );
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const material = new THREE.MeshPhongMaterial( {
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color: 'blue',
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flatShading: true,
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} );
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const mesh = new THREE.Mesh( geometry, material );
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sceneInfo.scene.add( mesh );
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sceneInfo.mesh = mesh;
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return sceneInfo;
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}
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const sceneInfo1 = setupScene1();
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const sceneInfo2 = setupScene2();
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function resizeRendererToDisplaySize( renderer ) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if ( needResize ) {
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renderer.setSize( width, height, false );
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}
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return needResize;
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}
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function renderSceneInfo( sceneInfo ) {
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const { scene, camera, elem } = sceneInfo;
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// get the viewport relative position of this element
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const { left, right, top, bottom, width, height } =
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elem.getBoundingClientRect();
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const isOffscreen =
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bottom < 0 ||
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top > renderer.domElement.clientHeight ||
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right < 0 ||
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left > renderer.domElement.clientWidth;
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if ( isOffscreen ) {
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return;
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}
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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const positiveYUpBottom = renderer.domElement.clientHeight - bottom;
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renderer.setScissor( left, positiveYUpBottom, width, height );
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renderer.setViewport( left, positiveYUpBottom, width, height );
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renderer.render( scene, camera );
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}
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function render( time ) {
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time *= 0.001;
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resizeRendererToDisplaySize( renderer );
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renderer.setScissorTest( false );
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renderer.clear( true, true );
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renderer.setScissorTest( true );
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sceneInfo1.mesh.rotation.y = time * .1;
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sceneInfo2.mesh.rotation.y = time * .1;
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renderSceneInfo( sceneInfo1 );
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renderSceneInfo( sceneInfo2 );
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requestAnimationFrame( render );
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}
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requestAnimationFrame( render );
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}
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main();
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</script>
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</html>
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