提交 8d4c77d4 编写于 作者: R Ricardo Cabello

Merge pull request #6644 from greggman/webgl-multiple-elements

Add Multiple Elements example
<!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">
<style>
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
color: #000;
font-family:Monospace;
font-size:13px;
background-color: #fff;
margin: 0px;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
text-align:center;
}
#content {
position: absolute;
top: 0px; width: 100%;
z-index: 1;
padding: 2em;
}
a {
color: #0080ff;
}
#c {
position: fixed;
left: 0px;
width: 100%;
height: 100%;
}
.list-item {
margin: 1em;
padding: 2em;
display: -webkit-flex;
display: flex;
flex-direction: row;
-webkit-flex-direction: row;
}
.list-item .scene {
width: 200px;
height: 200px;
flex: 0 0 auto;
-webkit-flex: 0 0 auto;
}
.list-item .description {
font-family: sans-serif;
font-size: large;
padding-left: 2em;
flex: 1 1 auto;
-webkit-flex: 1 1 auto;
}
@media only screen and (max-width : 600px) {
#content {
width: 100%;
}
.list-item {
margin: 0.5em;
padding: 0.5em;
flex-direction: column;
-webkit-flex-direction: column;
}
.list-item .description {
padding-left: 0em;
}
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="content">
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - multiple elements - webgl</div>
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script id="template" type="notjs">
<div class="scene"></div>
<div class="description">some random text about this object, scene, whatever</div>
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var canvas;
var scenes = [], camera, renderer, emptyScene;
init();
animate();
function init() {
canvas = document.getElementById( "c" );
camera = new THREE.PerspectiveCamera( 75, 1, 0.1, 100 );
camera.position.z = 1.5;
var geometries = [
new THREE.BoxGeometry( 1, 1, 1 ),
new THREE.SphereGeometry( 0.5, 12, 12 ),
new THREE.DodecahedronGeometry( 0.5 ),
new THREE.CylinderGeometry( 0.5, 0.5, 1, 12 ),
];
var template = document.getElementById("template").text;
var content = document.getElementById("content");
var emptyScene = new THREE.Scene();
var numScenes = 100;
for ( var ii = 0; ii < numScenes; ++ii ) {
var scene = new THREE.Scene();
// make a list item.
var element = document.createElement( "div" );
element.innerHTML = template;
element.className = "list-item";
// Look up the element that represents the area
// we want to render the scene
scene.element = element.querySelector(".scene");
content.appendChild(element);
// add one random mesh to each scene
var geometry = geometries[ geometries.length * Math.random() | 0 ];
var material = new THREE.MeshLambertMaterial( { color: randColor() } );
scene.add( new THREE.Mesh( geometry, material ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0.5, 0.8, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( -0.5, -0.8, -1 );
scene.add( light );
scenes.push( scene );
}
renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
renderer.setClearColor( 0xFFFFFF );
}
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();
renderer.setClearColor( 0xFFFFFF );
renderer.clear( true );
renderer.setClearColor( 0xE0E0E0 );
renderer.enableScissorTest( true );
scenes.forEach( function( scene ) {
// so something moves
scene.children[0].rotation.x = Date.now() * 0.00111;
scene.children[0].rotation.z = Date.now() * 0.001;
// get the element that is a place holder for where we want to
// draw the scene
var element = scene.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;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setViewport( left, bottom, width, height );
renderer.setScissor( left, bottom, width, height );
renderer.render( scene, camera );
} );
renderer.enableScissorTest( false );
}
function rand( min, max ) {
if ( max == undefined ) {
max = min;
min = 0;
}
return Math.random() * ( max - min ) + min;
}
function randColor() {
var colors = [ rand( 256 ), rand ( 256 ), rand( 256 ) ];
colors[ Math.random() * 3 | 0 ] = 255;
return ( colors[0] << 16 ) |
( colors[1] << 8 ) |
( colors[2] << 0 ) ;
}
</script>
</body>
</html>
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