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multiple-scenes-copy-canvas.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Multiple Scenes - Copy</title>
<style>
canvas {
width: 100%;
height: 100%;
display: block;
}
*[data-diagram] {
display: inline-block;
width: 5em;
height: 3em;
}
.left {
float: left;
margin-right: .25em;
}
.right {
float: right;
margin-left: .25em;
}
p {
margin: 1em auto;
max-width: 500px;
font-size: xx-large;
}
</style>
</head>
<body>
<p>
<span data-diagram="box" class="left"></span>
I love boxes. Presents come in boxes.
When I find a new box I'm always excited to find out what's inside.
</p>
<p>
<span data-diagram="pyramid" class="right"></span>
When I was a kid I dreamed of going on an expedition inside a pyramid
and finding a undiscovered tomb full of mummies and treasure.
</p>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
function main() {
const canvas = document.createElement( 'canvas' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas, alpha: true } );
renderer.setScissorTest( true );
const sceneElements = [];
function addScene( elem, fn ) {
const ctx = document.createElement( 'canvas' ).getContext( '2d' );
elem.appendChild( ctx.canvas );
sceneElements.push( { elem, ctx, fn } );
}
function makeScene( elem ) {
const scene = new THREE.Scene();
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 1, 2 );
camera.lookAt( 0, 0, 0 );
scene.add( camera );
const controls = new TrackballControls( camera, elem );
controls.noZoom = true;
controls.noPan = true;
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
camera.add( light );
}
return { scene, camera, controls };
}
const sceneInitFunctionsByName = {
'box': ( elem ) => {
const { scene, camera, controls } = makeScene( elem );
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.MeshPhongMaterial( { color: 'red' } );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
return ( time, rect ) => {
mesh.rotation.y = time * .1;
camera.aspect = rect.width / rect.height;
camera.updateProjectionMatrix();
controls.handleResize();
controls.update();
renderer.render( scene, camera );
};
},
'pyramid': ( elem ) => {
const { scene, camera, controls } = makeScene( elem );
const radius = .8;
const widthSegments = 4;
const heightSegments = 2;
const geometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments );
const material = new THREE.MeshPhongMaterial( {
color: 'blue',
flatShading: true,
} );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
return ( time, rect ) => {
mesh.rotation.y = time * .1;
camera.aspect = rect.width / rect.height;
camera.updateProjectionMatrix();
controls.handleResize();
controls.update();
renderer.render( scene, camera );
};
},
};
document.querySelectorAll( '[data-diagram]' ).forEach( ( elem ) => {
const sceneName = elem.dataset.diagram;
const sceneInitFunction = sceneInitFunctionsByName[ sceneName ];
const sceneRenderFunction = sceneInitFunction( elem );
addScene( elem, sceneRenderFunction );
} );
function render( time ) {
time *= 0.001;
for ( const { elem, fn, ctx } of sceneElements ) {
// get the viewport relative position of this element
const rect = elem.getBoundingClientRect();
const { left, right, top, bottom, width, height } = rect;
const rendererCanvas = renderer.domElement;
const isOffscreen =
bottom < 0 ||
top > window.innerHeight ||
right < 0 ||
left > window.innerWidth;
if ( ! isOffscreen ) {
// make sure the renderer's canvas is big enough
if ( rendererCanvas.width < width || rendererCanvas.height < height ) {
renderer.setSize( width, height, false );
}
// make sure the canvas for this area is the same size as the area
if ( ctx.canvas.width !== width || ctx.canvas.height !== height ) {
ctx.canvas.width = width;
ctx.canvas.height = height;
}
renderer.setScissor( 0, 0, width, height );
renderer.setViewport( 0, 0, width, height );
fn( time, rect );
// copy the rendered scene to this element's canvas
ctx.globalCompositeOperation = 'copy';
ctx.drawImage(
rendererCanvas,
0, rendererCanvas.height - height, width, height, // src rect
0, 0, width, height ); // dst rect
}
}
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>